Are you telling me AA doesn't increase pixel shader load on Xenos even if the geometry complexity is high?
It can increase pixel load if you have complex geometry way into the distance, but that just means your lod system is bad. For "typical cases", AA on 360 has no extra pixel load.
AA will pop up, resolution won't.
Exactly! Hence why variable rendering res is pointless. Lets say we're sitting down looking at both cases.
Variable AA first. We walk around the world, AA sometimes on, sometimes off. Ok, we can see the AA pop if we look close. So why do it? Well, AA always off makes everything always look jaggy. AA sometimes on makes some areas look nicer, where we can afford the performance. So there is a tangible benefit to sometimes turning on AA, because the game world will look better in some areas compared to always having it off. Will the user see a pop? Perhaps. But we deem it worth it, because some sections, like areas of high contrast or whatever, look much better with AA, so the pros of occasional AA outweigh the cons.
Now, variable resolution. We walk around the world and see no difference. Has the resolution been changing? Yup says the coder, and verifies that the res is indeed bouncing around. We walk around the world some more and still see no res pop, no visible difference. So....umm, why are we even bothering? There is no tangible visible benefit to tweaking the res on the fly. What the res change does tell us though is that some areas of the world are less stressing on the gpu. So...why not ditch variable res altogether, always run at lower res, and instead lets add some more foliage in that area that seems to be under light load. The net result, before there was no visible benefit from res swapping, but after, by running at a set but albeit lower res, we can now add more detail to some sections of the world. Hence we went from no benefit to some benefit.
That's why I think variable res is pointless.
And how exactly variable AA is not a marketing plot in the same way? You can pretty much argue the exact same thing.
Because you can demonstrate a visible benefit from it. For example, you may decide to render all small objects like rocks, small foliage, weapons, parts that form the people (heads, arms, etc...) with AA. Those objects are all small and hence very tile friendly. So on 360 we'll AA those and make them nice and smooth, and because they are small we can calculate their tile# and take no performance hit. A total win-win scenario. For everything else, like large buildings, large pieces of terrain, etc, we decide that we don't have the vertex budget to process them multiple times, so forget AA for those, we'll render them without it. This is also a variable AA scenario and a good one that has a visible benefit to the user. You can market spin it I'm sure, but in the end the user benefits so it's a good choice. I can't say the same for variable res.
By the way, as far as I'm aware, variable resolution isn't advertised in any way.
It's not, but we all know that our games are put under the microscope at sites and publications all over the world. Variable res won't fool Quaz, but who knows, maybe some publication someplace will get fooled, measure our res at the start gate as 1920x1080, and then claim our game to be FULL HD even though it's not because they didn't realize the res gets halved right after you walk 10 steps away. It's deception pure and simple (just like bullshots), but it happens.