[QUOTE="ronvalencia"][QUOTE="gpuking"]Oh and TC, 360 does not handle BF3 exactly the same way as PS3 does, the former has cut down lighting effect and inferior AA if you check the DF faceoff. So judging by the best looking technical multiplat game, 360 can't handle it the same way as PS3 without making some kind of concession.
gpuking
http://www.eurogamer.net/articles/digitalfoundry-face-off-battlefield-3
"Both of them render at a native 1280x704 resolution, letterboxed gently top and bottom. The showpiece lighting is a match in almost all situations, detail levels and LODs seem to be almost identical"
"Post-process anti-aliasing is utilised on both versions in order to resolve the obvious jaggies that impacted the previous Frostbite titles, but we see two different implementations, each suited to the relative strengths of the platform. PlayStation 3 implements MLAA - a technology that actively seeks out jaggies and applies smoothing where appropriate. DICE hasn't confirmed what's being used on Xbox 360, but it certainly looks very much like NVIDIA's FXAA - an intelligent blur to all intents and purposes, that doesn't have the same edge-smoothing prowess as MLAA but works nicely on reducing the contrast on sub-pixel detailing. During the course of gameplay, the overall effect is quite "
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DF fails. Read http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
On FXAA from NVIDIA's POV
Targets aliasing both on triangle edges and in shader results. FXAA has logic to reduce single-pixel and sub-pixel aliasing.
Try again DF.
Using http://www.hardocp.com/article/2011/07/18/nvidias_new_fxaa_antialiasing_technology/4 as summary.
It(MLAA) follows the same general process as FXAA: it processes the color data of a rendered image, looking for pixels with a high degree of local contrast. It then applies a smoothing filter to reduce contrast. How each technique goes about doing that, however, is quite different. FXAA looks for high contrast local to each pixel and MLAA looks for patterns of high contrast pixels. In this way, FXAA seems to be a superior technique for reducing pixel-sized aliasing.
PS; AMD has improved it's MLAA with version 2.0. I have a few postings that blast DF's stupidity...
Yeah but MLAA generally provides a better iq overall when all things considered. Anyway it's more taxing on the system than FXAA so my point still stands.It wouldn't stand if one bases their reasonings from DF's stupid article.
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