xbox360/ps3均采用DLAA(directional anti-alias system)抗锯齿技术,效果与MLAA相当,对比如下(点击大图):






开发商同时谈到了MLAA的缺陷,他说:
MSAA gives great results but is highly expensive on consoles and doesn't work well with deferred techniques. On the other hand, one can argue that MLAA gives better results on still images which I would agree with, but the difference is in details.
1、"MLAA has only been shipped on PlayStation 3 at the moment and some advanced implementations take about 4ms on 5 SPUs. There are some attempts to implement it on Xbox 360 but they start at 3.75ms and up.
2、"MLAA has serious stability issues which results in popping pixels and other temporal artifacts. Configuration of the edges changes in time with changing local conditions, for instance, when the edge passes across some noisy background.
3、"To improve temporal stability some use additional data like depth or normal maps. But that approach has other issues, mostly with different kind of lighting when the light "wraps around" the object and creates anti-aliasing effect of its own. In this case depth information assisted MLAA creates extra aliasing when there is no visible aliasing present. In TFUII this is very common situation as well as in the demo level.
简单看了下,大概意思(可能不准确)
1、MLAA只能在ps3上使用,DLAA通用。
2、MLAA存在稳定性问题,可能出现扎眼的地方或者人为痕迹,特别是在边缘交织在有noise的背景中。
3、提高MLAA稳定性的办法要采用一些附加的深度图或者法线图,但又会带来另外的问题,比如多个不同光照的场景,光照对物体的包围效果采取MLAA可能造成额外的锯齿,比如星战:原力释放2的demo中这种场景比比皆是。而DLAA没有这些问题。
他同时说:
"Thus when any comparion is made, we should keep in mind the following numbers. Typical execution times of DLAA in our current implementation are:
"Xbox 360: 2.2 +/- 0.2ms @ 1280x720
"PlayStation3 (5 SPUs): 1.6 +/- 0.3ms @ 1280x720"
DLAA用于跨平台游戏相当有前景,执行效率目前是:
"Xbox 360: 2.2 +/- 0.2ms @ 1280x720
"PlayStation3 (采用5个SPU同时运算): 1.6 +/- 0.3ms @ 1280x720"
两版本实机画面效果:




|