Switch games generally operate at a higher resolution than 360 and PS3 games. Eating costly GPU power and bandwidth.It's more powerful than a 360 and a PS3. I don't recall many first party games on those consoles that didn't use AA. 60fps isn't necessarily a barrier to AA.
I genuinely don't understand why people get so worked up about AA, I actually prefer it if I can see sharp edges and the shape of the polygons, that's how you know you're playing a game. Games with AA just look a bit fuzzy and mushy to me. I have a sneaking suspicion that Nintendo feel the same way.
Really? I assume this is a serious post but i just can't tell anymore.I genuinely don't understand why people get so worked up about AA, I actually prefer it if I can see sharp edges and the shape of the polygons, that's how you know you're playing a game. Games with AA just look a bit fuzzy and mushy to me. I have a sneaking suspicion that Nintendo feel the same way.
I genuinely don't understand why people get so worked up about AA, I actually prefer it if I can see sharp edges and the shape of the polygons, that's how you know you're playing a game. Games with AA just look a bit fuzzy and mushy to me. I have a sneaking suspicion that Nintendo feel the same way.
Nintendo tech threads on here are often painful.Really? I assume this is a serious post but i just can't tell anymore.
Really? I assume this is a serious post but i just can't tell anymore.
Switch games generally operate at a higher resolution than 360 and PS3 games. Eating costly GPU power and bandwidth.
Nintendo tech threads on here are often painful.
The argument always goes "gameplay >>> graphics", with which I somewhat agree (The Order: 1886 being a breathtaking example of getting your priorities backwards), but I'm genuinely fascinated to know what the benchmark is for Nintendo fans - I mean, if the Switch had worse graphics than the WIiU, woud they still maintain their argument?
What about if it was Wii level or GameCube level? What is the cut-off point where the visual are genuinely unacceptable? Or isn't there one?
Absolutely. Personal preference I guess, but I really can't see what it is that looks bad about games like MK8 on the Wii U that apparently look terrible because a lack of AA.
Absolutely. Personal preference I guess, but I really can't see what it is that looks bad about games like MK8 on the Wii U that apparently look terrible because a lack of AA.
There is absolutely no reason that TAA cannot work, other than Nintendo being conceptually behind the curve. See UE4 games on the switch as an example of what is possible.
Proper AA would completely fix most of the complaints I have about the visuals in recent Nintendo games. Their art style would be excel with it.
Yeah Snake Pass, and to me it looks horrible and blurry! Give me an option to play it with no AA and 60 FPS and I'd take that any day.
Mario Kart 8D is 1080p 60fps. While it was fairly noticeable on Wii U it looks great on Switch.
I imagine the lack of AA/low amount of AA is a mix between wanting a sharper image and smoother performance
You can slap some FXAA on anything for just about free.
There's no excuse to not at least have something these day.
Many of those first party games ran at half the framerate Mario Kart does.It's more powerful than a 360 and a PS3. I don't recall many first party games on those consoles that didn't use AA. 60fps isn't necessarily a barrier to AA.
The argument always goes "gameplay >>> graphics", with which I somewhat agree (The Order: 1886 being a breathtaking example of getting your priorities backwards), but I'm genuinely fascinated to know what the benchmark is for Nintendo fans - I mean, if the Switch had worse graphics than the WIiU, woud they still maintain their argument?
What about if it was Wii level or GameCube level? What is the cut-off point where the visual are genuinely unacceptable? Or isn't there one?
I mean, AA is expensive. They clearly care more about what a game looks like in motion vs screenshots. It's just a tradeoff. You can't wave a magic wand and get AA without sacrificing something else.
Lack of AA is super noticeable in screenshots, but really hard to tell (at least for me) in motion in a game like Mario Kart 8.
I prefer no AA to FXAA vaseline.
You can always tell the trolls from their post history.
I sometimes wonder if its revenge for all the folk that complained about the blurry AA solution on the N64.
Did many N64 games ever actually use anti-aliasing? It was pretty much that we didn't know proper terminology at the time and said "anti-aliasing" when what we were seeing was bilinearly filtered textures.N64 AA looked really ugly too. Must have been a side effect of the low res.
I find it more noticeable, but it probably varies by how sharp each of our televisions are relative to the Switch screen.Is it more noticeable? In screenshots perhaps but playing on the smaller screen I would say it's less noticeable of anything.
You can slap some FXAA on anything for just about free.
There's no excuse to not at least have something these day.
Does AA even matter that much outside of screenshots? I never notice if a game has AA or not when I'm actually playing games in motion. Maybe my TV is just too small or something
Pretty sure docked BotW has some kind of AA going on.
Regardless of whether you're docked or not, Switch screenshot button takes 720p pictures.I didn't notice much aliasing with the game either, I wonder, is it running in 720p and has a downsampled 900p source? All the screenshots I upload to twitter are 720p -but that might be a thing twitter does, should check the SD card at some point.
Not exactly - temporal supersampling (and similar algorithms) are actually fairly comparable in cost to various screen-space filters, and in their best iterations give rather impressive results.MTC100 said:AA (unless it's the horrible FXAA) costs a lot of performance
Do you have a source for this? Always seen it mentioned by people on forums.....
pretty sure it was just a misunderstanding from a Japanese source and it's actually 4xMSAA
Correct. (Also 32xMSAA when in 480p mode)
Here is the source:
http://hexadrive.sblo.jp/s/article/59698038.html
To accomplish all of these aims was no simple task. Iwasaki-san reports that Okami HD is not just a standard upscaling, but actually renders at native 1080p, with an internal resolution--as my friend noted--of nearly 4k.
Meanwhile, the game contains upwards of 13,000 texture images, all of which had to adhere to the above mantra, some of which had to be redrawn entirely.
To aid in their lofty ambitions, Hexadrive employed a technique called superresolution along with a complex series of tailor-made algorithms.