I don't see how polygon phonelines can escape the edge detection on z-buffer.
If it is visible, it's pixel depths are in z-buffer. Since the difference between background and wire will be huge it will almost certainly come up on edge detection.
Of course I expect most engines to draw those lines with some kind of AA anyway, unlike real meshes.
That said, I believe blur is not the right approach. It fakes antialiasing only for stills, does little to flickeriness in motion.
Are you suggesting that which kind of TV is used to play them doesn't matter?You only have to look at the most impressive looking titles to determine that 720p is the optimal resolution this generation so you still have plenty of resources to budget for the rest:
Do the console holders force people to go 1080p ? If not, why can't we let the developers decide ? Super Stardust works well in 1080p right ?
Why though? All the other devs are rendering at 720p, and they accept 1080p has issues. It's not like if you target 720p you'll be in a minority and all the other devs at 1080p will laugh at you! For the disc case checkbox, you only need upscaling to support 1080p out. In reviews, you're not going to be marked down on account of rendering to 720p either. The only place 1080p matters in fan forums where it's held aloft as evidence of hardware superiority, and appeasing fan forums isn't something developers should care about. It's not going to net you more sales. Especially if your game would look a lot better at 720p.Because its a marketing checkbox feature which devs feel pressured into ticking.
You only have to look at the most impressive looking titles to determine that 720p is the optimal resolution this generation so you still have plenty of resources to budget for the rest:
Gears
Heavenly Sword
CoD4
Halo3
Bioshock
etc..
Ofcourse games like Virtual tennis and such should be able to hit 1080p due to their enviornment and gameplay.
However if you want all the bells and whistles in an epic sort of setting, 720p will have to do this gen. Stop drinking the marketing kool aid......
No dev should worry about checking the 1080P resolution checkbox when developing a game meant to compete with the list above.
Why though? All the other devs are rendering at 720p, and they accept 1080p has issues. It's not like if you target 720p you'll be in a minority and all the other devs at 1080p will laugh at you! For the disc case checkbox, you only need upscaling to support 1080p out. In reviews, you're not going to be marked down on account of rendering to 720p either. The only place 1080p matters in fan forums where it's held aloft as evidence of hardware superiority, and appeasing fan forums isn't something developers should care about. It's not going to net you more sales. Especially if your game would look a lot better at 720p.
AFAICS the only incentive for 1080p comes from Sony wanting to promote to the new hardware standard and sell 1080p TVs. MS followed with a catch-up output option. MS aren't serious about supporting it as they appreciate 720p is better in most instances. Sony games will likely only support it where it can be used in part promotion of 1080p sets. eg. LAIR and GTHD can be called 'True HD' and help market 1080p, and are funded by Sony. Most PS3 titles will remain 720p as the developers don't benefit from targeting 1080p.
At 1080p don't the current consoles have less fillrate per pixel than Xbox 1? People are missing that little tidbit. Add AA on top of that and things are gonna get ugly.
I was talking about visible pixels only.
I am slightly confused by the consoles having less pixel fillrates at 1080p than xbox 1? I thought Lair looks amazing at 1080p and things aren't ugly in my honest opinion...can someone show me how costly it is to render 1080p? I thought the PS3 is good enough to render at that resolution and that its potential isn't really fully tapped yet.
FSAA woundn't get much better, but at least it would give some visual cues what might be in there.I was talking about visible pixels only.
If one uses open thin polygons that may not be visible from some angle/distance, even hardware FSAA wouldn't be much of a help either.
<rant>
If it were up to me, I'd yank 1080 support from the sdk's and force everyone to use 1280x720 for games. 1080 is just a disservice to gamers on this round of game/tv hardware, it's only purpose is as a marketing bullet point. Unless you are making a vector based asteroids game then a 720p game will look better than a 1080p anytime.
</rant>
Ahh that feels so much better. Apologies for the OT post, been I've wanting to say that for a while now