[QUOTE="ronvalencia"][QUOTE="mrfrosty151986"] Nice article from digital foundry, here's another one from them...
MLAA's expensive computational algorithms have hitherto made it suitable running on PlayStation 3 only, with the super-fast SPUs working in parallel to process the image in around 3-4 milliseconds. But MLAA is now being developed for Xbox 360 and PC too in the form of Jimenez MLAA, created by Jorge Jimenez, Jose I. Echevarria and Diego Gutierrez. Jimenez MLAA runs on GPU, and there have been suggestions that the technique loses an element of quality as graphics cores handle somewhat simpler code than SPUs. The Jimenez team take issue with this and can point to the results seen in the video clips in this feature, independently generated by Digital Foundry on clips of our choosing, filtered with their code.mrfrosty151986
http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing
After that,
"In our tests, it produces results on par (when not superior) to CPU MLAA. One of our best features is that we are very conservative with the image: we only process where we are sure there is a perceptible edge; and version 1.6 does a pretty good job searching for perceptible edges. This allows preserving the maximum sharpness while still processing all the relevant jaggies."
Exactly..... all through this thread you've complained about making comparisons with common assets and yet you bring up details and comparisons with so many variables and then try to use them. Any time Xenos spends applying FXAA/MLAA is time it's not using on making the games look better. With Cell doing FXAA/MLAA RSX is completely and utterly free to spend resources on graphics.The results are.... both XBox 360 and PS3 fighting for second place and results are roughtly on par with each other.
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