The 'drop in' code shouldn't add any delay as long as there's room to drop it in. Otherwise I guess the SPUs are already working their little socks off and can't be expected to squeeze MLAA into their already busy schedule.
Also MLAA on a 1280x1080 image would take at least 50% more spu time than a 1280x720 image, really beating on the SPU's. Going by the 20ms figure from GOW3, it'd be 30ms*60 fps, which would give 1.8 SPU seconds per second (out of 6 total SPU seconds per second), reserved for just MLAA, before factoring in scheduling and bandwidth considerations.The 'drop in' code shouldn't add any delay as long as there's room to drop it in. Otherwise I guess the SPUs are already working their little socks off and can't be expected to squeeze MLAA into their already busy schedule.
I foresee a problem with MLAA... we won't be able to tell the difference between bullshots and actual screens anymore! :smile:
Also, why doesn't GT5 use MLAA, of all the games it's the one that would benefit most from total lack of aliasing. The aliasing is pretty much the only thing that stops the cars looking like real cars.
I thought MLAA worked fine with alpha textures.Until MLAA super samples render buffers or anti aliases shading, resolves sub pixel sized polygon problem, anti aliases transaprencies and packs more detail per inch like SSAA does then the difference will be big unless the game from get go has blurry, low detail visuals.
MLAA is a post-process filter -- it doesn't work on sub-pixel level. If there is a sub-pixel geometry (or alpha texture) that's not covered by the sampling, MLAA won't do anything to recover the missing values.
Yeah I don't think mlaa would be as useful on GT5 due to all the fences, power lines, and other many small details that are lost by the time mlaa would roll around. Plus msaa helps clean up the heavy alpha to coverage that they use, which is why to my eye GT5 actually looks better in 720p mode because 1080p mode only uses 2xmsaa, which really makes the alpha to coverage look bad.
Who said it isn't?But, how come shader aliasing isn't a problem for God of War?
Who said it isn't?
So is shader aliasing actually noticeable in GOW?
Why don't you play it and let everyone here know the answer?