Situations Where Next Gen Console Will Struggle/Shine?

london-boy said:
Obviously some people will be more susceptible to a crapy image than others. And obviously "from a distance", things get better, but this all depends on the distance, on the eyes, on the type of game... It's all so variable that giving one opinion and one solution is useless, but i did say that in my post :smile:

Exactly, so I don't see what's so wrong about letting developers decide what they think/feel is the best solution between better graphics and the right amount of AA. ;)

All in all, I think it really depends. In a game with a lot of effects going on (i.e. wind effects or smoke / haze or even DOF), it could reduce aliasing because the background gets blured already. We've already seen this done in some games current gen and with the floating-point potential CELL can give, I could see talented devs take this to the next level. Obviously GT3/4 kind of texture aliasing won't cut it, but with mipmapping finally being fully supported, texture aliasing should be much less of a problem.
 
Phil said:
Exactly, so I don't see what's so wrong about letting developers decide what they think/feel is the best solution between better graphics and the right amount of AA. ;)

All in all, I think it really depends. In a game with a lot of effects going on (i.e. wind effects or smoke / haze or even DOF), it could reduce aliasing because the background gets blured already. We've already seen this done in some games current gen and with the floating-point potential CELL can give, I could see talented devs take this to the next level. Obviously GT3/4 kind of texture aliasing won't cut it, but with mipmapping finally being fully supported, texture aliasing should be much less of a problem.


Blurring textures (mip mapping) will only take you so far... We want detail, don't we? ;)
 
Anti-Aliasing is a form of bluring as well. ;) :)
 
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