What is the maximum AA the Playstation 3 can have and be able to run at 60fps

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Geoson

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And the resolution would be at 1080p? My friend had been telling me 4XAA is not the maximum and in fact PS3 can go to 6XAA at 1080p and 60fps in two years when developers really harnessed all that power...any truth to this?
 
And the resolution would be at 1080p? My friend had been telling me 4XAA is not the maximum and in fact PS3 can go to 6XAA at 1080p and 60fps in two years when developers really harnessed all that power...any truth to this?

With what visuals?

I don't think there's any limitation of the hardware preventing 'something' running at 60fps with 6x AA in 1080p, the thing is they will most likely find better ways to use any unlocked performance instead of spending them on AA.
 
And the resolution would be at 1080p? My friend had been telling me 4XAA is not the maximum and in fact PS3 can go to 6XAA at 1080p and 60fps in two years when developers really harnessed all that power...any truth to this?
As far as I know n40 nor G70 support 6xAA, so I really doubt that it is possible with RSX.
It should be possible to use all those neat 8x and 16x mixed AA modes tough.

With 16x modes the biggest problem would be the memory as 32bit backbuffer/Z-Buffer with frontbuffer will be bigger than GDRR3 memory pool, when using 16Z it should be possible to fit all within the limits and have something like 40MB for other useles junk like textures. ;)

These modes would be perfect for a games like Delta Chrome, tough there's ways to archieve almost perfect AA for games like that, which would require very little programming and would have better quality and speed.
 
In practice as said it will always be a tradeoff between what you want to use your processing power on. I don't know what theoretical limits there are. For example, what could you achieve if you dedicate 6 SPUs to AA work. If that is even possible, who knows what you might achieve with a clever algorithm. You may even be able to create a really simple raytracing engine and make a game using that.
 
In practice as said it will always be a tradeoff between what you want to use your processing power on. I don't know what theoretical limits there are. For example, what could you achieve if you dedicate 6 SPUs to AA work. If that is even possible, who knows what you might achieve with a clever algorithm. You may even be able to create a really simple raytracing engine and make a game using that.

This might be helpfull, or it may be completey unrelated. But GG are using one SPU to acheive 2xFSAA in KZ2, so I guess 6 SPU's could achieve 12xFSSA. Then again I could be completey off.
 
It depends entirely on what you're drawing. A game based on line-art, like Echochrome, could have >16x MSAA quality by using alternative drawing methods. A conventional game like HS, KZ, RnC, will not have more than 4xMSAA at 1080p due to practicalities, and certainly not at 60fps! I'll be surprised if we see more than a handful of 60fps, 1080p, 4xAA titles this gen. Any dev who got 4xMSAA at 1080p and 60fps would be a maniac to think about getting more AA in there!
 
It depends entirely on what you're drawing. A game based on line-art, like Echochrome, could have >16x MSAA quality by using alternative drawing methods. A conventional game like HS, KZ, RnC, will not have more than 4xMSAA at 1080p due to practicalities, and certainly not at 60fps! I'll be surprised if we see more than a handful of 60fps, 1080p, 4xAA titles this gen. Any dev who got 4xMSAA at 1080p and 60fps would be a maniac to think about getting more AA in there!

Do you by chance know how much AA SuperStarDust:HD is using?. Cause I believe that game is at 1080P60FPS and looks great.
 
Super Stardust HD uses exactly zero AA from what I can tell.

I've checked it out at 720 and 1080 res and I can't find any evidence of AA at all.

Then again anyone actually playing the game would be hard-pressed to find time to look for jaggies so I don't think it's much of a problem really.
Peace.
 
mm...i do believe PS3 can have at least 4XAA, maybe 6XAA at a lower fps, or at lower resolutions? Isn't Sony requesting 4XAA on all games?
 
mm...i do believe PS3 can have at least 4XAA, maybe 6XAA at a lower fps, or at lower resolutions? Isn't Sony requesting 4XAA on all games?

No, I think it was Microsoft that originally set this up as a requirement if I recall correctly.
 
It depends entirely on what you're drawing. A game based on line-art, like Echochrome, could have >16x MSAA quality by using alternative drawing methods. A conventional game like HS, KZ, RnC, will not have more than 4xMSAA at 1080p due to practicalities, and certainly not at 60fps! I'll be surprised if we see more than a handful of 60fps, 1080p, 4xAA titles this gen. Any dev who got 4xMSAA at 1080p and 60fps would be a maniac to think about getting more AA in there!

When did you become a moderator, dude?

I believe warhawk is 4xaa at 60fps.
 
And the resolution would be at 1080p? My friend had been telling me 4XAA is not the maximum and in fact PS3 can go to 6XAA at 1080p and 60fps in two years when developers really harnessed all that power...any truth to this?

I agree with ShiftyG's post however there is something that need to be remembered here.

Even though we can theorize all we want by taking PC GPUs like Nvidia's Nv40, G70 or even G71 (since RSX is basically more like G7X) these GPUs and their capabilities greatly depend on graphic drivers that interface with APIs like OpenGL/DirectX and run in a Microsoft Windows OS all while also requiring a fast CPU for the performance you want as well as benefiting from a good ammount of system memory.

In the Sony Playstation 3, I have to say that IMHO, the only way we are going to see 60FPS+1080P+*XAA (* meaning 2x, 4x, 8x, etc) is greatly going to depend on the game developer, what level of dev tools they are using, how talented are they at using it and later how experienced they will be at using it.

In the PC those 4xAA, 8xAA, 16xAA, etc modes exist as optional to be enabled by a combination of the PC user, graphics driver, PC game, and PC specs (also how much money you have to get new parts every 6 months)

It just was not practical to max out the AA settings when Doom III came out, same deal when Elderscrolls Oblivion came out, Stalker, Fear, etc because everyone knows that all these new PC games experience driver issues that will slow to a crawl one you start messing with advanced settings, it takes months to get all those driver issues sorted out and by the time they are solved there is (or as in the past was) a new CPU, new ram type, new motherboard, even a new graphic card that would just give you more performance as even with all issues solved in your initial system+plus reformating is only going to give you what your rig can do.

Basically as the years go by and PS3 game devs get more experienced we will start to see major differences in what some game devs can do with PS3 specific devs using custom dev tools will be able to alot more than the game dev that is porting a game multiplatform just like it was with the PS2, PS1, Saturn, etc.
 
Arwin said:
No, I think it was Microsoft that originally set this up as a requirement if I recall correctly.

From the other thread:

Farid said:
The TRC requires the game to be rendered in HD (1280x720 minimum) and to support techniques that alleviate aliasing (MSAA/SSAA, obviously, but also depth-of-field, motion blur, or any other technique that blur the edges).

2xMSAA was asked from devs in the early days of the XeDK, but tiling proved to be more complex to implement in many code bases (including first/second party titles) so that requirement was dropped and changed into what it is today.

With regard to the resolution, some games got away with lower resolution render targets because the developers/publishers politely asked MS if they could do so and MS couldn't answer by the negative to such eloquent queries. In other words, some developers/publishers have more leeway than others when it comes to TRCs. I think Fafalada recently talked about Konami and their dislike of the V-Sync technical requirement item for the PS2. These things happen...
 
It just was not practical to max out the AA settings when Doom III came out, same deal when Elderscrolls Oblivion came out, Stalker, Fear, etc because everyone knows that all these new PC games experience driver issues that will slow to a crawl one you start messing with advanced settings, it takes months to get all those driver issues sorted out

Huh?

You must be using a different PC platform to me as most games released in the past few years have been playable with AA from day one with high end GPU's. Its only recently with the move to HDR and now deferred rendering that a handfull of games are starting to lack support for MSAA again but thats as much down to the game engine itself as it is due to driver issues, i.e. looking at those same games on the 360, they generally lack MSAA there aswell. Within a year or so I expect all issues will be resolved thanks to DX10/10.1 and we will be back to using AA in all games as soon as they are released.
 
Huh?

You must be using a different PC platform to me as most games released in the past few years have been playable with AA from day one with high end GPU's. Its only recently with the move to HDR and now deferred rendering that a handfull of games are starting to lack support for MSAA again but thats as much down to the game engine itself as it is due to driver issues, i.e. looking at those same games on the 360, they generally lack MSAA there aswell. Within a year or so I expect all issues will be resolved thanks to DX10/10.1 and we will be back to using AA in all games as soon as they are released.

And where did I say they would not be playable? I could have sworn I said "issues" depending on your rig and we all know that not all PC gamers have the same PC system hardware when a game is released, even if it is high end parts and you are all over the place, the topic questioned here is PS3 not XBox 360.
 
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