Laa-Yosh said:The problem is that RSX's blending units are more suited for this task; on Cell, you'd have to use the SPEs which only work with 32 bit floats. It's overkill for the job,
Yes, but unless your game is using all 7 SPEs for other tasks, you'll have one or more to spare, so why not?
and it taks a massive amount of bandwith to work with a 128 bit framebuffer. As I've said, it's been discussed on B3D before, with PS3 developers, and the conclusion was that it's probably not possible in practice.
Neither was AA on the PS2.