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MLAA heads for 360 and PC


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We can't speak for all the MLAA implementations out there, but we think our current version has raised the quality bar significantly. In our tests, it produces results on par (when not superior) to CPU MLAA.

 

It was, seemingly, an effect the Xbox 360′s CPU couldn’t match – but now a team of two developers have got it working on not only the 360 but also PC by using the GPU to achieve the MLAA – and they believe their implementation is superior.

 

MLAA is considered highly demanding, taking 3-4ms to render on the PS3 while using five SPUS, but Jorge Jimenez and Jose I. Echevarria say their 360 version is faster: “On the Xbox 360 we run at 2.47ms, with still a lot of optimisations to try,” Jimenez said.

 

 

“We can’t speak for all the MLAA(-like) implementations out there, but we think our current version 1.6 (the one used for these comparisons) has raised the quality bar considerably,” Jimenez told gamesindustry.biz. “In our tests, it produces results on par (when not superior) to CPU MLAA.”

 

It’ll certainly be fascinating to see if 360 developers can put MLAA to the same striking effect as seen on the PS3, and, whatever platform you game on, the ability of programmers to continue to push higher performance out of the ageing consoles is impressive.

 

 

http://forum.teamxbox.com/showthread.php?t=660352

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Morphological Anti-Aliasing refined on Xbox 360- 3x faster than PS3 Cell

 

 

Essentially this used to be a Cell only thing which is effictively a software based edge smoothing technique which for the last year of so has been making it's way to PC, graphics cards and Xbox 360.

Approximately 7 months ago, the 5 and a half year old console was running about 6% faster than the Cell method.

After some years asking questions here and wasting everyone's time, now we are proud to give something back to the comunity :)

 

We have developed a very fast implementation of MLAA on the GPU, both for PC and Xbox 360. In PC it runs 11.8x faster than MSAA 8X (0.44ms on a 9800GTX ), and in the Xbox it only requires 3.79ms to perform anti-aliasing on a 720p image. For comparison, the God of War III implementation requires 20ms of a single SPU (4ms using 5 of them).

Upon moving from an XNA development kit to a genuine Xbox 360 development kit the speed has increased dramatically to 3x as fast.

Jimenez's MLAA is running at 1.3ms@720p on the Xbox 360 (XDK build). This deprecates our old XNA's timing of 3.7ms!

 

Source - http://www.iryoku.com/mlaa/

 

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It has been confirmed that this technology will be implemented into Remedy's upcoming Xbox 360 exclusive, which is Alan Wake 2 when it is announced.

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in the Xbox it only requires 3.79ms to perform anti-aliasing on a 720p image. For comparison, the God of War III implementation requires 20ms of a single SPU (4ms using 5 of them).

So they're comparing God of War 3 on PS3 with God of War 3 on the Xbox 360 while coming up with those values? I'm no expert, but I'd think different games require different levels of AA.

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How did they patch MLAA in 3 year old Xbox game?

 

Its not...all the images with MLAA are from the PC version.

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So they're comparing God of War 3 on PS3 with God of War 3 on the Xbox 360 while coming up with those values? I'm no expert, but I'd think different games require different levels of AA.

 

 

One more exclusive lost...

 

 

Sony and PS3 are doomed :cry:

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