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God of War III utilizes new Cell Anti-Aliasing

27 Comments | posted

A couple of days ago, we published an article with statements from Ken Feldman that detailed some of the changes God of War III has gone through since its demo debut at E3 2009. One of the key comments made by Feldman was in regards to the anti-aliasing being changed from your standard 2xAA in the E3 demo to a new AA format running through the PS3′s CPU.

As some of you may recall, Electronic Arts’ The Saboteur utilized the PS3′s Cell Processor for its anti-aliasing. The interesting thing about this technique is that it allows for a console to possibly create the effect of up to 16xAA, which is generally unheard of on consoles.

Today, on the Official God of War forums, Feldman has confirmed that the anti-aliasing being used through the Cell Processor is indeed the same as used by the team at Pandemic Studios for The Saboteur. This technique is referred to as MLAA (Morphological Anti-aliasing):

“AA on the cpu is MLAA Morphological Antialising. We saved 5-6 miliseconds by moving it off the cpu’s. Many props to our coder Cedric for making this happen and it looks way better!”

Considering how well The Saboteur looked on the PlayStation 3, it’s almost safe to say that God of War III is going to be the smoothest looking title to date for any console game. Of course, that’s completely up to opinion.

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Comments (27)

  • Yes, it gets rid of jaggies.

    It’s interesting, because the GOWIII team has already made comment that MLAA is not what was used in The Sabotuer (360 version had no AA)…we were wondering why SSM would make such a comment, but now it’s clear – they were working on MLAA. You can read about this here: http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry

    An MLAA negative is that it doesn’t really work for objects one pixel or less thick (such as pylons in the distance)…whether this is a problem for GOWIII we will have to wait and see. Exciting.

  • Awesome. Developing exclusives for PS3 is surely paying off.

    BTW, why do I have over 300 points?. Is there some new point just for logging in or what?, lol. I don’t think I’ve made that many comments yet, so I find it really strange=/

  • “a console to possibly create the effect of up to 16xAA”

    Wow just wow, God of War is worthy of a launch day buy. This game is going to be pretty sweet interns of Graphics and as well as game play.

    “BTW, why do I have over 300 points?. Is there some new point just for logging in or what?, lol. I don’t think I’ve made that many comments yet, so I find it really strange=/”

    I think you get bonus points for logging on then posting 1 comment, I was at 75 then when I posted once, I got 115 after the page refreshed.

  • haha now the 360 will suffer with AA. Now dev teams should utilize shuc a feature in future games 4 ps3 i agree wit scottspeed GTA4 NEEDED AA did it even have it??

  • For PC, it is not just a matter of quality, in fact our DirectX implementation runs at 11.8x faster than 8x MSAA, with similar quality. It is also possible to run it in the Xbox GPU, where it runs at 3.79ms, which is is fairly less than the 20ms required to run it in a single PS3 SPU (4ms using 5 SPUs). More information:

    http://www.iryokufx.com/mlaa/

  • MLAA should be used more often in the gaming world as it might shut those little dick’s complaining how 360 has no jagged edgs and PS3 does.

  • Pingback: ⇒ Konsolen der Zukunft [PS4, Wii 2, Xbox 720] (S.17): Saccara Nicht nur der Arbeitsspeicher muss ...

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