Crash nikada nije bio Sonyev.
Tu se vidi koliko je MLAA u stvari fail, dovoljno je pogledati na prvom poređenju kako naprosto uništava i muti tekst. Jedino u nedostatku pravog AA može poslužiti.
Aha' vazi
LOLcina.
Da si procitao tekst znao bi da je problem zamucenja primetan kod AMD-ove implementacije, dok su momci iz Santa Monice malo to profesionalnije odradili.
That method in question is MLAA, or Morphological Anti-Aliasing, another form of edge smoothing done using the SPUs on the PS3 rather than the RSX GPU. We only heard about the game’s somewhat exciting AA solution a couple of weeks ago, after it was revealed in an online interview with one of the developers working on the title. It seems that whilst the original plan was to use the usual 2xMSAA method of jaggies reduction – and that was present in the recent PSN demo – that all changed at some point this year, in which a programmer at Sony’s Santa Monica Studio found a way of performing a much better method of AA on the CELL, whilst in turn saving the use of precious GPU and memory cycles in the process.
S druge strane AMDov MLAA nije ista stvar jer radi kroz driver i nema pristup slici bez HUD-a dok je kod GOW3 HUD grafika iscrtana preko obradjene slike i MLAA ne dira fontove.
Mada valjda će do sledeće generacije konzola biti 16x AA
SantaMonica je objasnila neke stvari i bez 16x AA
Po meni je mnogo bitnije da su i na drugim poljima objasnili (gameplay, priča...)
sta fali gejpleju?
Ni jedan h&s nema bolju mehaniku
Za ono što su izvukli iz PS3 harvera, svakako
Po meni je mnogo bitnije da su i na drugim poljima objasnili (gameplay, priča...),
mada je meni lično gow2 bolja igra...
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