What is the Wii's anti-aliasing capability?

The first thread I made is broken so I'm making a new one.



What types of anti-aliasing can the Wii do?

I see some games that have pretty good anti aliasing and other that to have aliasing worse than anything I've seen before.

What is the reason for that?

How does the Wii do anti-aliasing and what types does it support?
 
The Wii can, like the Gamecube before it, do 3-sample-per-pixel supersampling, but it requires splitting the screen, since the resulting frame is too large to physically fit in the on-chip buffer in the graphics processor.

I'm not aware of a single Wii game that actually uses hardware antialiasing.
 
The Wii can, like the Gamecube before it, do 3-sample-per-pixel supersampling, but it requires splitting the screen, since the resulting frame is too large to physically fit in the on-chip buffer in the graphics processor.

I'm not aware of a single Wii game that actually uses hardware antialiasing.

???

Metroid Prime 3? Black Ops? Darkside Chronicles?
 
You can learn everything about Wii's hardware by reading up on Gamecube. All research and remarks point to it being the same GPU with no low-level feature improvements; only higher clock speed and more, faster RAM. TEV combiners are the same, framebuffer formats are the same including 16bit dithered colour, and AA will be the same.
 
You can learn everything about Wii's hardware by reading up on Gamecube. All research and remarks point to it being the same GPU with no low-level feature improvements; only higher clock speed and more, faster RAM. TEV combiners are the same, framebuffer formats are the same including 16bit dithered colour, and AA will be the same.

I thought it had a lot of added things like, extra transistors and double the pipeline on the TEV units. To my knowledge the Gamecube couldn't do HDR or parralax mapping.

Are you sure there was no AA enhancement on the Wii?

There was something I read from a Red Steel developer that said the game has 4x Antialiasing and 8x Anisotropic Filtering. Is that just carry over from the Cube? I'm not all that knowledgeable about how AA works (hence the thread). I just noticed that it seems to very heavily amongst Wii games and I can't figure out why.
 
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What does AF do?
Imagine that you are staring at the horizon. Now imagine that you are head lowers towards the ground completely as you stare at the horizon. The more the camera lowers to the ground texture detail at the distance tends to blur and get lost. The higher the level of Anisotropic Filtering the more the detail at a distance is maintained
GGDSG_22.jpg
 
Imagine that you are staring at the horizon. Now imagine that you are head lowers towards the ground completely as you stare at the horizon. The more the camera lowers to the ground texture detail at the distance tends to blur and get lost. The higher the level of Anisotropic Filtering the more the detail at a distance is maintained
GGDSG_22.jpg

I see. So it directly correlates to drawing distance then?
 
More likely due to a combination of poor capturing by Gamespot (which is pretty usual for them) and upscaling to 720p.
 
More likely due to a combination of poor capturing by Gamespot (which is pretty usual for them) and upscaling to 720p.

I was referring to the blurring that is further ahead near the crates as opposed to how things look in the immediate area.
 
Metroid Prime 3?
Never heard of the latter two games, but MP3 does not do supersample AA, or doesn't do it in-game at least. Might MAYBE do it in (some) cutscenes perhaps. It was a long time since I played that game, but I saw no trace of AA anywhere. Just an overdone smear of bloom across everything. IMO it was a very underwhelming game visually, compared to the original Metroid Prime in particular, which had a very detailed world, particulary in the Chozo ruins. That bit rocked, visually...
 
Never heard of the latter two games, but MP3 does not do supersample AA, or doesn't do it in-game at least. Might MAYBE do it in (some) cutscenes perhaps. It was a long time since I played that game, but I saw no trace of AA anywhere. Just an overdone smear of bloom across everything. IMO it was a very underwhelming game visually, compared to the original Metroid Prime in particular, which had a very detailed world, particulary in the Chozo ruins. That bit rocked, visually...



Are you serious? The only things that "were" enhanced in Prime 3 were the environment details and Samus's suit. Also, that is not bloom over everything, That is global lighting http://i160.photobucket.com/albums/t180/jetkon/GlobalLighting.jpg. Its a shading effect. It gives vibrance and life to the textures and the environment.

http://www.youtube.com/watch?v=ielEYoG-X5Y&hd=1

This is Darkside Chronicles. http://media.giantbomb.com/uploads/0/3459/1200373-dc03_super.jpg
http://image.com.com/gamespot/images/2009/117/958780_20090428_screen011.jpg

How could you not know what Black Ops is?

Also, when did bloom become bad?

Not that any of that matters in the context of this thread. This a thread about the Wii's anti aliasing, not how much you like the games.

Mario Kart Wii also seems to have good anti aliasing. I rarely ever see a jagged edge in it.
 
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