Naty from realtimerendering writes : "Since my recent post discussing the antialiasing method used in God of War III, Cedric Perthuis (a graphics programmer on the God of War III development team) was kind enough to email some additional details on how the technique was developed"
are the weapons of Kratos !
motafoking beast
Now it's time for SSM to share this tech. I want all my future games (at least Sony's) to look as smooth as GoW3 does.
"So instead of waiting for the results next frame, we are using the SPUs as parallel coprocessors of the RSX and we use the time we would have spent on the RSX to start the next frame. With 3 ms or 4 ms of SPU latency at most, we are faster than the original 6ms of RSX time we saved."
So the MLAA tech ended up being faster (and equivalent to 4xMSAA) than 2xMSAA provided by the RSX . Amazing coding achievement, and shows how powerful the Cell is.
1st Party Developers are the geniuses, besides the quality they can bring.
Really impressed with the clean look this MLAA provides.
Just compare the GOW3 demo which runs with 2xMSAA and GOW3 final version which runs on MLAA and 1 can see a massive difference in the jagged edges smoothing.
The 1 thing I hate about console games is the lack of AA and Jagged Edges, but it looks like I won't have to worry at least in PS3 Exclusives case.