Originally posted by Mr. Moustache@Mon, 2005-01-31 @ 01:02 AM
Wow.. the AA myth is still alive and running.
The PS2 is capable of Anti-Aliasing via hardware...
Yeah, and it looks like this myth that the PS2 can perform true full screen anti-aliasing with no loss in performance is alive and kicking too.
You and IGNorant's article make it sound as if Sony's PS2 could deal with the problem of aliasing all along by blurring out the rough edges on jagged textures, but most developers were either unaware of it in the beginning or simply chose not to use it because the method in question (which someone has made sound like the exact same method the Dreamcast uses) would detract from texture quality. What's that I smell? Bullshit.
Allow me to quote a relevant point from another article:
"Some developers like THQ (Summoner) have used a form of CRT (Cathode Ray Tube) blending to fake the effects that true anti- aliasing would offer. This is something which the DC has had for over two years, but unlike the DC CRT method, the PS2 method results in washed out, blurry textures. Tekken Tag Tournament is the perfect US launch title example. While they have eliminated the jagged edges which plague the Japanese version, the end result is that all of the textures in the game seem blurry or washed out. Hardly what I would call revolutionary for a next-generation console.
While all Dreamcast games run at 640x480 resolution, many PS2 games only utilitize a 640x240 field- rendered display which fakes a 640x480 display. Bad jaggies are the result, and these need to be hidden through some form of anti-aliasing (AA, not yet available), or by using the CRT method described above, with all its unintended consequences".
Face it: the PS2 has no in-built support for true full-screen anti-aliasing. The Dreamcast does, and does it well while the fake PS2 method does not. The only hardware involved in any true PS2 anti-aliasing is the Emotion Engine. Btw, Konami nearly used half of the Emotion Engine's processing power to smoothen out the rough edges in Metal Gear Solid 2 much to the horror and surprise of many PS2 fanboys. Perhaps that's part of the reason why the textures are so bland and grey... unlike Shenmue.
Besides, the Playstation 2 doesn't even need to use anti-aliasing; developers can work their way around the problem by drawing finer 3D character models. Compare the first conversion of Virtua Fighter 4 for the PS2 with Virtua Fighter 4: Evolution to see what I mean.