zidane1strife
Banned
For example, the character models, polycount, shading, particle effects, textures, and other aspects of the game could end up looking so good that it makes up for the lack of 16X anti-alising.
I'm looking forward to seeing Killzone when it has matched the target render.
I agree with you, If you see something like the ffvii tech demo which was accomplished in a few months by a few guys on some of the earliest and weakest h/w and yet ran at 60fps. It seems doable by the teams of uber skilled coders, which I imagine sony has put to this task nothing but the very best of the best.
The cell and rsx combo capabilities are immense, as always people have to creatively go around the few insignificant short-comings/flaws of the ps3 design, but this is nothing like the case with the ps2 architecture... and we got some godly looking games out of that.
The h/w difference between the ps2 and the ps3 is immense, but if the software side of the equation increases exponentially more than usual(sweat and blood, sweat and blood from the coders.), despite being difficult to code do to the added parallelism, the results should be for all practical purposes nigh photoreal.
As for AA, in a good HDtv set or projector even 360 games without AA don't have any serious image quality issues, and in fact in most angles there's not even a micro aliasing artifact present. So for all practical purposes, maybe its the crt set I've that blurs whatever micro-jaggies appear, it's virtually flawless, and outside of direct feed comparison pics it's nigh perfect. So I wouldn't worry about that for killzone either.