(((interference)))
Veteran
If DICE are going with MLAA on PS3 it means they aren't happy with the performance of FXAA or they have absolutely no GPU time to spare but have time on the SPUs
Probably the latter, seeing as how FXAA is pretty much comparable to MLAA (and in any case way better than the no AA of Bad Company 1/2).
It's likely that the 360 version will use FXAA (they seemed to have dumped their SRAA technique since FXAA came out) which will be more than satisfactory in IQ terms.
How does FXAA deal with the 'screen door' effect of A2C coverage on transparencies - which was by far the biggest problem with BC2s graphics on 360 (though apparently it was a rather asinine artistic choice to use A2C rather than technical limitations since the PS3 version uses the conventional alpha test)
Also wouldn't the 360s huge advantage in geometry (2x the triangle setup of the PS3) mean more agressive LOD on the PS3 version given the vast environments to be rendered?
Though this wasn't the case with BFBC1/2 where LOD and geometry on screen was basically identical between the two consoles - is there PS3 doing something else to compensate for the deficit? eg. SPUs used to process/cull geometry - or are the levels simply designed with the lowest common denominator in mind?
Probably the latter, seeing as how FXAA is pretty much comparable to MLAA (and in any case way better than the no AA of Bad Company 1/2).
It's likely that the 360 version will use FXAA (they seemed to have dumped their SRAA technique since FXAA came out) which will be more than satisfactory in IQ terms.
How does FXAA deal with the 'screen door' effect of A2C coverage on transparencies - which was by far the biggest problem with BC2s graphics on 360 (though apparently it was a rather asinine artistic choice to use A2C rather than technical limitations since the PS3 version uses the conventional alpha test)
Also wouldn't the 360s huge advantage in geometry (2x the triangle setup of the PS3) mean more agressive LOD on the PS3 version given the vast environments to be rendered?
Though this wasn't the case with BFBC1/2 where LOD and geometry on screen was basically identical between the two consoles - is there PS3 doing something else to compensate for the deficit? eg. SPUs used to process/cull geometry - or are the levels simply designed with the lowest common denominator in mind?