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Now We can add Little Big Planet 2 to the list of MLAA games helped by the Cell.
this is really making PS3 games look good. LBP2 is looking like toy story
this game look too perfect! I can't wait to see this used in more PS3 games.
I can't wait to see the other games at e3.
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I had been amazed at good GOW III looked, I have been playing The Saboteur at the moment and you can see the character designs are smooth but I wouldn't say it looks as good as GOW III...
"When I was 12, I milked my eel into a pot of turtle stew. I flogged the one-eyed snake, I skinned my sausage. I made the bald man cry into the turtle stew, which I believe my sister ate. At least I hope she did."
Sony needs to pass this tech on to 3rd party developers. Alot of multiplatform games on PS3 suffer from terrible jaggies while the 360 versions will have 2xAA or even 4xAA.
I think this type of AA quality is way beyond the regular 4xaa one.Its looks so clean almost like its 16x or more
God of War 3 now this!
I can't wait to see other PS3 games use this and just how good this can get as they code it to perfection.
for some reason this make me want to see a new game like Mortal Kombat where they use real people in the game in HD with MLAA
whatever they used to scan the fur into this game they need to use it to scan people into games and it will look like real life if they can get it that clear.
PS3 owns man,this is why i love Sony they know how to build a system.PS4 ftw and Cell 2 or whatever....pls make it happen
is this the same AA engine used in The Saboteur?
In case of long edge and AA gradient is the only considered quality factor, no sampling based method can be as good, it basically is NxAA. (>256xAA)
When considering small triangles and high frequency details, it is about as good as 1xAA or worse.
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jlippone, it's a simile, not a metaphor
Just wanted to open with a humorous side before it gets serious.
Can you explain what your post means to a non-techy person, like me. Is there any examples you can show?
for 16XAA so far I know even computers would struggle with hD textures.
The PS3 rendition of Pandemic's The Saboteur is different though. It's special. It's trying something new that's never been seen before on console, or indeed PC, and its results are terrific. In a best-case scenario you get edge-smoothing that is beyond the effect of 16x multi-sampling anti-aliasing, effectively delivering an effect better than the capabilities of high-end GPUs without crippling performance. Compare and contrast with Xbox 360 hardware, which tops out at 4x MSAA.
also a great read but for me its way too complicated^^
It's not easy to explain, but ill try.
Traditional antialiasing methods like SSAA and MSAA are sampling based.
So they sample each surface within the pixel X times and write the result to the image.
In case of MSAA it basically tests if each sample location actually hits the polygon or not.
in 4xAA the pixel looks like this when only one sample was within the polygon.
When whole image is rendered those 4 samples are averaged to get final color.
In case of MLAA the 'final' color is the point where the algorithm actually starts doing it's job and no antialiasing has been done before.
What it does is basically finding edges on the image and fitting lines on them
After finding the edge it calculates lenght of edge in pixels (here it is 13) and fits gradient to it.
Then it blends the color of botton row pixel to the upper row with the gradient as a mask and it's done.
This is repeated to whole image.
This is also cause of some of the problems, it cannot find edges smaller than pixel. (actually 2)
Intels paper on MLAA does explain things with some pictures and so on, but can be tech heavy.
Isn't it nice to be able to do that in your CPU without compromising graphics quality?What a brilliant design the PS3 has...I hope this will be implemented in every exclusive game from now on (and not only).I'm so eager to see team ICO's game....Its getting better and better with every new exclusive that is out.
"Transparency effects for clouds and feathers and better lighting, with shadows, god rays, volumetric fog and objects, like burning wood, casting lights
[ame="http://www.youtube.com/watch?v=FznvOLtbofs"]YouTube- Cool Playstation Eye Tech Demo[/ame]
I really hope that LBP2 use this tech and let use scan real objects into the game .
I dont think that this will be possible. Not because the game would not be able to handle it but because of copywright and child-protection issuse.
People are not really mature enough to use such tools
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