Situations Where Next Gen Console Will Struggle/Shine?

Discussion in 'Console Technology' started by Kabbage, Dec 21, 2005.

  1. Phil

    Phil wipEout bastard
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    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. :wink:

    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.
     
  2. London Geezer

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    Blurring textures (mip mapping) will only take you so far... We want detail, don't we? :wink:
     
  3. Phil

    Phil wipEout bastard
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    Anti-Aliasing is a form of bluring as well. :wink: :)
     
    #23 Phil, Dec 22, 2005
    Last edited by a moderator: Dec 22, 2005
  4. London Geezer

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    ANTI-aliasing you mean? Not necessarily...... And definately not at mip-mapping levels of blurring obscenities. Anisotropic filtering anyone? :wink:
     
  5. Sandwich

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    Sure you can get blurring, if you use Quincunx AA.
     
  6. London Geezer

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    *shivers*
     
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