blu
Wants the largest console games publisher to avoid Nintendo's platforms.
You're right, I hadn't checked microSD prices since last year. Things in the 32GB range are practically equalized today, even the difference for the 64GB bracket is minor. Still, full-sized SD would have been the better slot.Anything 32GB or lower at least is essentially the same price for micro or regular... In fact, most are likely microSDs in full SD cases because it's cheaper to do that than to manufacture two seperate board for the same size capacity.
I believe Layton uses SSAA throughout, not just for characters.Yeah, the GPU does not support MSAA (caused by the way lighting and shadowing is performed by the GPU) and can only do SSAA by rendering at a higher resolution and downsampling. Many games use 2X vertical SSAA in 2D mode because it has zero impact on the VRAM usage (a 400x480 framebuffer uses the same amount of memory as two 400x240 ones).
Some games do use SSAA in 3D, however. Examples:
- Ace Attorney and the Zen Pinball games use 4X SSAA in 3D (800x480 internal resolution).
- Gunman Clive uses 2X SSAA in 3D and 4X SSAA in 2D.
- The Layton games use 4X SSAA for the characters.
It's actually a shame more devs don't bother trying to use SSAA in 3D, specially in games that aren't fillrate limited. In simpler looking games it could easily be enabled with zero performance cost.
It's not just a matter of instruction set, though. The CPUs have to be clock-for-clock compatible, otherwise games will break - timings might go astray, framerate might fluctuate.It's possible they now have either a 28/45nm ARM11 or maybe they actually went up to a Cortex-A5... As far as I know those are completely instruction-compatible with ARM11 while adding ARMv7 instructions and NEON support.