Eurogamer posted a fascinating interview with Guerilla about the making of KZ3. They talk about the benefits and drawbacks of quincunx anti-aliasing (KZ2) vs MLAA (KZ3) and talk Guerilla's approach to AI.
http://www.eurogamer.net/articles/digitalfoundry-the-making-of-killzone-3?page=1
"A major reason to switch was the fact that we really liked the look of MLAA. Quincunx always had a slight blurring effect on the screen and although it had its charms, it also made everything a bit murky," explains van der Leeuw.
"With MLAA everything was much crisper and textures look sharper, and if we want everything a bit softer we have depth of field, bloom and motion blur which we can tweak."
The aim with Killzone 3 wasn't just to introduce more variety into the visual look of the game but also to reduce some of the 'murkiness' and create a cleaner, sharper game.
Other advantages for the switch were more technical in nature. The best graphical results we've seen on PlayStation 3 come about when RSX and Cell work together. Tasks that prove troublesome or computationally expensive for the graphics chip can be offloaded to Cell's phenomenally swift SPUs, and the precision of those effects is often superior too as the SPUs are capable of handling more complex code than a GPU's shader cores.
Guerilla also talks about how the AI in KZ3 (as in KZ2) scales based on the level of difficulty. Contrary to what I had always believed, people who complained that the AI of KZ2 was nothing special in their experience weren't talking out of their butts they were just playing on a low level of difficulty
It's not just about making the game looking prettier, either. One of the most important elements of Killzone was the advanced AI. Similar to Halo, the quality of the AI scales dramatically between the difficulty settings, adding to the replay factor. Here, porting over the systems onto the SPUs had a direct and dramatic effect on the gameplay. Killzone 3 plays out across a series of more intense warzones than its predecessor, with more enemies exhibiting greater levels of intelligence.
As van der Leeuw explains, "We optimised more code to run on SPUs so we could do more AI and bigger battles, but the focus was really on the behaviours this time. We've spent a lot of time making them more diverse and recognisable for different enemy types, as well as improving their overall quality so they're more responsive, their animations look better, they're good in close combat and brutal melee and they're just more fun to play with."
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