The Order 1886 Runs 4xMsAA....pretty impressive...

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...I don't know if this is super old or not but this is the first time I'm seeing this. That is pretty damn impressive considering that form of AA is super resource heavy....
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Pretty damn impressive indeed! Might be the cleanest looking console game of the generation.
Discuss.
If this is old news feel free to close this thread mods.
If not....where do you stand on image quality vs resolution?.....
 
Well it looks like a super linear game and these type of games tend to be able to do more. Not trying to be negative, just saying is all. Plus, it isn't set in stone.

I do agree with the comment," x800 looks better with 4xMSAA than 1080P without AA."
 
It's only 800 because of the black bars right? It's still a 1920x1080 image but not drawing lines or whatever and ends up still having just as crisp an image as 1080p?
 
4xMSAA isn't very demanding, and definitely not new. Didn't the Xbox 360 do 4xMSAA?
 
4xMSAA isn't very demanding, and definitely not new. Didn't the Xbox 360 do 4xMSAA?

Yes it did, and free from CPU and GPU resources as the EDRAM was utilized.

SO nope, nothing new really, or demanding since last gens consoles pulled it off no problem once devs got their heads around optimizing the systems.
 
Yea something like that. I've read that it is somewhat modified though. Either way there's pretty much zero aliasing issues in the game.

Yeah it uses that method of SMAA x2 + MLAA I think. The SMAA x2 I believe only supersamples once rather than the supersampling twice of SMAA x4
 
4xMSAA isn't very demanding, and definitely not new. Didn't the Xbox 360 do 4xMSAA?

Hmm, I find that hard to believe because I found most 360 games to have jaggies on them which led me to believe most games used no AA or 2xAA at most. I think both the ps3 and 360 weren't powerful enough to use 4xAA on games without a big compromise in fps, so most devs chose not to use 4xAA. I don't believe AA was a hugely used feature last gen because the consoles weren't powerful enough. I game a lot on pc so notice jaggies a lot and always use AA in my games and will decrease resolution a little if need be. While, I will say jaggies on consoles are a little less noticeable depending on how far you sit from the TV, if you go up close to the TV you will clearly see a ton of jaggies and realize no AA was applied whereas you might have thought it was sitting on your couch.

Yes it did, and free from CPU and GPU resources as the EDRAM was utilized.

SO nope, nothing new really, or demanding since last gens consoles pulled it off no problem once devs got their heads around optimizing the systems.

Do you have a source for AA being free cause I can't find one? I only found a lot of people complaining about no AA in games and this article. If AA was free like you claim, why would MS drop the AA requirement if it was free? Devs would never drop AA if it was free, cause that would be nuts.

http://www.g4tv.com/thefeed/blog/po...anti-aliasing-requirement-for-xbox-360-games/

Nevermind, I found a source for that, but it turned out to no be entirely correct in practice.

http://en.wikipedia.org/wiki/Xbox_360_hardware#Graphics_processing_unit

The GPU package contains two separate silicon dies, each built on a 90 nm process with a clock speed of 500 MHz; the GPU proper, manufactured by TSMC and a 10 MB eDRAM daughter-die, manufactured by NEC. Thanks to the daughter die, the Xenos can do 4× FSAA, z-buffering, and alpha blending with no appreciable performance penalty on the GPU.[

This is a very good article that goes into a little more depth on AA on last gen consoles.

http://www.eurogamer.net/articles/the-anti-aliasing-effect-article

From a hardware perspective, edge-smoothing on Xbox 360 should theoretically be entirely "free", with the GPU doing the work for the developer. However, limitations in the on-die eDRAM memory stop that from being the case unless you opt for a sub-HD resolution (cases in point: Ninja Gaiden 2 and Modern Warfare 2). The memory requirement means that additional processing is required to implement anti-aliasing on 360 at 720p. For the PlayStation 3, running at a disadvantage in terms of bandwidth and memory, handling anti-aliasing is more difficult - hence this element being cut down in so many of the cross-platform games Digital Foundry looks at for the Face-Off comparison pieces.

"We have elected to use our own solution because hardware MSAA cannot be used while rendering using multiple render targets," says Call of Juarez lead shader programmer Maciej Jamrozik. "Another reason against going for hardware MSAA was the fact that it only smooths edges of geometry but not edges generated with alpha-test. The latter are prevalent in our titles, especially through the vegetation system. In addition to that, hardware MSAA requires extra memory which is a priceless resource especially on consoles. Finally, on Xbox 360 there’s the issue of buffer resolving which also reflects upon final performance."
 
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Hmm, I find that hard to believe because I found most 360 games to have jaggies on them which led me to believe most games used no AA or 2xAA at most. I think both the ps3 and 360 weren't powerful enough to use 4xAA on games without a big compromise in fps, so most devs chose not to use 4xAA. I don't believe AA was a hugely used feature last gen because the consoles weren't powerful enough. I game a lot on pc so notice jaggies a lot and always use AA in my games and will decrease resolution a little if need be. While, I will say jaggies on consoles are a little less noticeable depending on how far you sit from the TV, if you go up close to the TV you will clearly see a ton of jaggies and realize no AA was applied whereas you might have thought it was sitting on your couch.

The 360 could do 2x or 4x MSAA ( can not recall which) but it required tiling, making the process a lot more complicated. This is mainly due to the low amount of esram found in the 360, it simply wasn't big enough. So as a result very few games ever had MSAA.
 
They should be able to hit 1080p then and at least solid 30fps then if isn't demanding. Lazy devs confirmed.