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Some fast AA implementations don't require hardware support, otherwise the PS2 wouldn't have been able to take advantage of it. First gen games didn't, or they used the crappy CRT-blur method, which resulted in washed-out textures (much like N64). Of course the software AA and filtering and whatever else PS2 does in software aren't as nice as hardware support in something like a GF3-based solution, or any modern PC graphics solutions.
As I just said, not all anti-aliasing solutions blur textures, and many improve texture and image quality as well as reducing/removing jaggies. When coupled with advanced filtering techniques, you can make a game look tremendous, but at that performance cost it's almost better to just jack up the resolution (if you have a decent monitor to keep up).
Err, and modern graphics cards STILL take a tremendous hit on AA, even newer implementations are still much slower than no AA, and the faster ones are not as good looking or imperfect (doesn't AA everything, misses some surfaces that it should AA). |