london-boy said:A very ineffective 2xAA then!! Look at that mess! Especially the second shot.
kyleb said:Do you not uderstand that simply going for 640x480 to 1280x720 is a big step up in its own when it comes to making alaising less prononced?
scooby_dooby said:Do you not realize than many XBOX1 games were rendered at 720p and they still had bad jaggies? It's not as if there have never been console games renderd above 640x480 before...
jvd said:What he doesn't seem to get is that there is no res right now that makes jaggies go away .
1600x1200 with 6x fsaa on my x800xt pe gives me jaggies in half life 2 . On my sisters new x1800xt pe 6x AAA and 1600x1200 still gives jaggies .
So why he expects 720p alone to get rid of jagies or 2x or 4x to do it at 720p is beyond me .
I own a few 720p Xbox games so that is hardly an issue, but the vast majorty of previos console games were 640x480 so when I see people saying "it looks so much better than the Xbox so it must have AA!" I have to wonder exactly where they are coming from.scooby_dooby said:Do you not realize than many XBOX1 games were rendered at 720p and they still had bad jaggies? It's not as if there have never been console games renderd above 640x480 before...
Are you kidding me? I know damn well what AA looks like; be it x2, x4, x6 and at 720p, 1600x1200 and a whole slew of other resolutions as well as I have been using it all in games for years. Apparently you don't get what AA does if you can't look at the games shown in the shots linked here and see that many show no AA at all.jvd said:What he doesn't seem to get is that there is no res right now that makes jaggies go away .
1600x1200 with 6x fsaa on my x800xt pe gives me jaggies in half life 2 . On my sisters new x1800xt pe 6x AAA and 1600x1200 still gives jaggies .
So why he expects 720p alone to get rid of jagies or 2x or 4x to do it at 720p is beyond me .
I've played the retail version of Kameo and DO2. Kameo less so, but COD2 certainly had ailiasing on the 27" HDTV I was playing on, and yes it was set to 720P. Obviously an LCD TV will not hide the artifacts that a rear-projection TV will.swanlee said:If you want to go by what you see at walmart on incomplete games go ahead or go by what you heard someone else say or screenshots then go for it, but the reality is different on the actual 360 with the completed retail games.
kyleb said:Are you kidding me? I know damn well what AA looks like; be it x2, x4, x6 and at 720p, 1600x1200 and a whole slew of other resolutions as well as I have been using it all in games for years. Apparently you don't get what AA does if you can't look at the games shown in the shots linked here and see that many show no AA at all.
Looking at this scene in Half Life 2 it can be seen that going from no AA to standard 4x AA only Anti-Aliases the main bridge girders and the top of the railing - the inner elements of the railing as well as the grid floor do not not get any clearer indicating that these are transparent textures as Multi-Sample AA is having no effect here. Enabling ATI's Adaptive AA and stepping through the modes available it can be quite clearly seen that each of the mode progressively clears up both the geometry and transparent texture areas.
One more time; are you sure you know what AA does? I have to ask as that shot you linked to shows absolutly no AA.jvd said:Of course i know what aa does , i've been using it since my voodoo 5
http://www.beyond3d.com/reviews/ati/r520/image.php?img=iq/aa_hl2_none.jpg&comment=No%20AA
as you can see 4x fsaa hardly gets rid of a large amount of the jaggies .
Laa-Yosh said:I really wonder how the PS3 games AA support will be judged next year...
Laa-Yosh said:I really wonder how the PS3 games AA support will be judged next year...
doob said:With all this AA crap from the days of gf2 are starting to make me really vomit, am i the only1 to think that the industry standards/focus have started to get blurred on what they should focus on... seriously i'm more worried with the crappy texture filtering on both PCs and now on "next" gen consoles, i haven't seen one tittle using anisotropic filtering, when i look to all those screenshots the first thing that pops inconsciously into my brain is all those ugly textures blurred just 2 steps ahead of the main player character/object... 8x anisotropic filtering should have become an industry standard long time ago (2002/3).
I guess it's just me thinking, detail first(not just texture filtering, also draw distance), jaggies later.