When did antialiasing start being available?What did the Super FX co-processor do?When did the tower form...

What exactly term 'companion plants' means?

Maths symbols and unicode-math input inside siunitx commands

When did antialiasing start being available?

Is there a creature that is resistant or immune to non-magical damage other than bludgeoning, slashing, and piercing?

Worshiping one God at a time?

Is there a term for accumulated dirt on the outside of your hands and feet?

How to generate binary array whose elements with values 1 are randomly drawn

Pronounciation of the combination "st" in spanish accents

Can a medieval gyroplane be built?

Existence of a celestial body big enough for early civilization to be thought of as a second moon

Bash - pair each line of file

Variable completely messes up echoed string

PTIJ What is the inyan of the Konami code in Uncle Moishy's song?

HP P840 HDD RAID 5 many strange drive failures

Loading the leaflet Map in Lightning Web Component

How to terminate ping <dest> &

How could an airship be repaired midflight?

Fewest number of steps to reach 200 using special calculator

Why is there so much iron?

How to get the n-th line after a grepped one?

Have the tides ever turned twice on any open problem?

In Aliens, how many people were on LV-426 before the Marines arrived​?

Do I need to consider instance restrictions when showing a language is in P?

What favor did Moody owe Dumbledore?



When did antialiasing start being available?


What did the Super FX co-processor do?When did the tower form factor appear and when did it become popular?When did Great Valley Products, stop producing hardware?If the Sega Genesis/MegaDrive could be overclocked so easily, why couldn't the SNES?When did the Macintosh start using four (or more) layer PCB's?When did green LEDs become as cheap as red LEDs?How did Konami games recognize the famous cheat code?Simplest system to create an emulator forWhen were other inexpensive computers able to recreate “The Amiga Juggler”?When did game consoles acquire battery-backed clocks?













2















An important step towards 3D gaming was the ability to scale sprites or tiles by nonintegral factors. Examples of the former from the eighties were the arcade games Pole Position, Outrun, Space Harrier and Afterburner; a subsequent example of the latter was the SNES Mode 7, used in many games for that machine.



Accustomed to modern hardware, one tends to expect antialiasing; that is, for each screen pixel, the system locates the corresponding data pixel, and if the answer lands between two data pixels, instead of just picking one or the other, it calculates a weighted average of the two.



But https://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ says




I don't deny the advantages of treating classic games as something that can be improved upon: N64 emulators employ stunning high-resolution texture packs and 1080p upscaling, while SNES emulators often provide 2x anti-aliasing for Mode7 graphics and cubic-spline interpolation for audio samples. Such emulated games look and sound better. While there is nothing wrong with this, it is contrary to the goal of writing a hardware-accurate emulator.




This suggests the SNES did not actually have antialiasing.



According to https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards




The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and is a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing.




This suggests Sega arcade machines likewise did not have antialiasing before 1993. A surprising conclusion from today's perspective, but then, the transistors required for the extra calculations might've been a significant cost in those days, and arcade games were fast-moving and CRT TV displays were somewhat blurry anyway. And certainly it would not have been affordable in software on eighties-vintage CPUs.



Are the above inferences correct? Did antialiasing hardware only start being available in arcade and home games machines in the early to mid nineties?










share|improve this question



























    2















    An important step towards 3D gaming was the ability to scale sprites or tiles by nonintegral factors. Examples of the former from the eighties were the arcade games Pole Position, Outrun, Space Harrier and Afterburner; a subsequent example of the latter was the SNES Mode 7, used in many games for that machine.



    Accustomed to modern hardware, one tends to expect antialiasing; that is, for each screen pixel, the system locates the corresponding data pixel, and if the answer lands between two data pixels, instead of just picking one or the other, it calculates a weighted average of the two.



    But https://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ says




    I don't deny the advantages of treating classic games as something that can be improved upon: N64 emulators employ stunning high-resolution texture packs and 1080p upscaling, while SNES emulators often provide 2x anti-aliasing for Mode7 graphics and cubic-spline interpolation for audio samples. Such emulated games look and sound better. While there is nothing wrong with this, it is contrary to the goal of writing a hardware-accurate emulator.




    This suggests the SNES did not actually have antialiasing.



    According to https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards




    The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and is a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing.




    This suggests Sega arcade machines likewise did not have antialiasing before 1993. A surprising conclusion from today's perspective, but then, the transistors required for the extra calculations might've been a significant cost in those days, and arcade games were fast-moving and CRT TV displays were somewhat blurry anyway. And certainly it would not have been affordable in software on eighties-vintage CPUs.



    Are the above inferences correct? Did antialiasing hardware only start being available in arcade and home games machines in the early to mid nineties?










    share|improve this question

























      2












      2








      2








      An important step towards 3D gaming was the ability to scale sprites or tiles by nonintegral factors. Examples of the former from the eighties were the arcade games Pole Position, Outrun, Space Harrier and Afterburner; a subsequent example of the latter was the SNES Mode 7, used in many games for that machine.



      Accustomed to modern hardware, one tends to expect antialiasing; that is, for each screen pixel, the system locates the corresponding data pixel, and if the answer lands between two data pixels, instead of just picking one or the other, it calculates a weighted average of the two.



      But https://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ says




      I don't deny the advantages of treating classic games as something that can be improved upon: N64 emulators employ stunning high-resolution texture packs and 1080p upscaling, while SNES emulators often provide 2x anti-aliasing for Mode7 graphics and cubic-spline interpolation for audio samples. Such emulated games look and sound better. While there is nothing wrong with this, it is contrary to the goal of writing a hardware-accurate emulator.




      This suggests the SNES did not actually have antialiasing.



      According to https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards




      The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and is a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing.




      This suggests Sega arcade machines likewise did not have antialiasing before 1993. A surprising conclusion from today's perspective, but then, the transistors required for the extra calculations might've been a significant cost in those days, and arcade games were fast-moving and CRT TV displays were somewhat blurry anyway. And certainly it would not have been affordable in software on eighties-vintage CPUs.



      Are the above inferences correct? Did antialiasing hardware only start being available in arcade and home games machines in the early to mid nineties?










      share|improve this question














      An important step towards 3D gaming was the ability to scale sprites or tiles by nonintegral factors. Examples of the former from the eighties were the arcade games Pole Position, Outrun, Space Harrier and Afterburner; a subsequent example of the latter was the SNES Mode 7, used in many games for that machine.



      Accustomed to modern hardware, one tends to expect antialiasing; that is, for each screen pixel, the system locates the corresponding data pixel, and if the answer lands between two data pixels, instead of just picking one or the other, it calculates a weighted average of the two.



      But https://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ says




      I don't deny the advantages of treating classic games as something that can be improved upon: N64 emulators employ stunning high-resolution texture packs and 1080p upscaling, while SNES emulators often provide 2x anti-aliasing for Mode7 graphics and cubic-spline interpolation for audio samples. Such emulated games look and sound better. While there is nothing wrong with this, it is contrary to the goal of writing a hardware-accurate emulator.




      This suggests the SNES did not actually have antialiasing.



      According to https://en.wikipedia.org/wiki/List_of_Sega_arcade_system_boards




      The Sega Model 2 is an arcade system board released by Sega in 1993. Like the Model 1, it was developed in cooperation with Martin Marietta, and is a further advancement of the earlier Model 1 system. The most noticeable improvement was texture mapping, which enabled polygons to be painted with bitmap images, as opposed to the limited monotone flat shading that Model 1 supported. The Model 2 also introduced the use of texture filtering and texture anti-aliasing.




      This suggests Sega arcade machines likewise did not have antialiasing before 1993. A surprising conclusion from today's perspective, but then, the transistors required for the extra calculations might've been a significant cost in those days, and arcade games were fast-moving and CRT TV displays were somewhat blurry anyway. And certainly it would not have been affordable in software on eighties-vintage CPUs.



      Are the above inferences correct? Did antialiasing hardware only start being available in arcade and home games machines in the early to mid nineties?







      hardware graphics snes sega






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 56 mins ago









      rwallacerwallace

      9,584448141




      9,584448141






















          1 Answer
          1






          active

          oldest

          votes


















          2














          There's something of a conflation here of antialiasing and filtering, I think. Antialiasing is literally preventing things from adopting aliases — e.g. if a diagonal line looks like a staircase rather than a diagonal line, it has adopted an alias. So you can imagine the same thing happening to textures as they rotate or take awkward angles. But it's always about accurately portraying the information you have.



          Conversely, bilinear filtering is just a different way of guessing at what is between the information you have. It's about generating extra information — specifically positing that there's a linear gradient between every source pixel and the next, rather than a hard edge.



          That being said: no, the SNES does neither. It's a simple nearest-neighbour colour grab only. Ditto for the scaling systems that precede it — including the Lynx in the home (and anywhere else you want to take it; I suggest the battery shop) and arcade machines like Sega's.



          This is true up to the Saturn and Playstation. The Nintendo 64 has bilinear filtering, and everything after that unambiguously has both*.



          So I believe the sources are correct.



          *) you can technically fake antialiasing on anything with subpixel precision and alpha transparency by drawing multiple passes with slightly adjusted coordinates. So an N64 could do that, it'd just be expensive.






          share|improve this answer























            Your Answer








            StackExchange.ready(function() {
            var channelOptions = {
            tags: "".split(" "),
            id: "648"
            };
            initTagRenderer("".split(" "), "".split(" "), channelOptions);

            StackExchange.using("externalEditor", function() {
            // Have to fire editor after snippets, if snippets enabled
            if (StackExchange.settings.snippets.snippetsEnabled) {
            StackExchange.using("snippets", function() {
            createEditor();
            });
            }
            else {
            createEditor();
            }
            });

            function createEditor() {
            StackExchange.prepareEditor({
            heartbeatType: 'answer',
            autoActivateHeartbeat: false,
            convertImagesToLinks: false,
            noModals: true,
            showLowRepImageUploadWarning: true,
            reputationToPostImages: null,
            bindNavPrevention: true,
            postfix: "",
            imageUploader: {
            brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
            contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
            allowUrls: true
            },
            noCode: true, onDemand: true,
            discardSelector: ".discard-answer"
            ,immediatelyShowMarkdownHelp:true
            });


            }
            });














            draft saved

            draft discarded


















            StackExchange.ready(
            function () {
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9368%2fwhen-did-antialiasing-start-being-available%23new-answer', 'question_page');
            }
            );

            Post as a guest















            Required, but never shown

























            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2














            There's something of a conflation here of antialiasing and filtering, I think. Antialiasing is literally preventing things from adopting aliases — e.g. if a diagonal line looks like a staircase rather than a diagonal line, it has adopted an alias. So you can imagine the same thing happening to textures as they rotate or take awkward angles. But it's always about accurately portraying the information you have.



            Conversely, bilinear filtering is just a different way of guessing at what is between the information you have. It's about generating extra information — specifically positing that there's a linear gradient between every source pixel and the next, rather than a hard edge.



            That being said: no, the SNES does neither. It's a simple nearest-neighbour colour grab only. Ditto for the scaling systems that precede it — including the Lynx in the home (and anywhere else you want to take it; I suggest the battery shop) and arcade machines like Sega's.



            This is true up to the Saturn and Playstation. The Nintendo 64 has bilinear filtering, and everything after that unambiguously has both*.



            So I believe the sources are correct.



            *) you can technically fake antialiasing on anything with subpixel precision and alpha transparency by drawing multiple passes with slightly adjusted coordinates. So an N64 could do that, it'd just be expensive.






            share|improve this answer




























              2














              There's something of a conflation here of antialiasing and filtering, I think. Antialiasing is literally preventing things from adopting aliases — e.g. if a diagonal line looks like a staircase rather than a diagonal line, it has adopted an alias. So you can imagine the same thing happening to textures as they rotate or take awkward angles. But it's always about accurately portraying the information you have.



              Conversely, bilinear filtering is just a different way of guessing at what is between the information you have. It's about generating extra information — specifically positing that there's a linear gradient between every source pixel and the next, rather than a hard edge.



              That being said: no, the SNES does neither. It's a simple nearest-neighbour colour grab only. Ditto for the scaling systems that precede it — including the Lynx in the home (and anywhere else you want to take it; I suggest the battery shop) and arcade machines like Sega's.



              This is true up to the Saturn and Playstation. The Nintendo 64 has bilinear filtering, and everything after that unambiguously has both*.



              So I believe the sources are correct.



              *) you can technically fake antialiasing on anything with subpixel precision and alpha transparency by drawing multiple passes with slightly adjusted coordinates. So an N64 could do that, it'd just be expensive.






              share|improve this answer


























                2












                2








                2







                There's something of a conflation here of antialiasing and filtering, I think. Antialiasing is literally preventing things from adopting aliases — e.g. if a diagonal line looks like a staircase rather than a diagonal line, it has adopted an alias. So you can imagine the same thing happening to textures as they rotate or take awkward angles. But it's always about accurately portraying the information you have.



                Conversely, bilinear filtering is just a different way of guessing at what is between the information you have. It's about generating extra information — specifically positing that there's a linear gradient between every source pixel and the next, rather than a hard edge.



                That being said: no, the SNES does neither. It's a simple nearest-neighbour colour grab only. Ditto for the scaling systems that precede it — including the Lynx in the home (and anywhere else you want to take it; I suggest the battery shop) and arcade machines like Sega's.



                This is true up to the Saturn and Playstation. The Nintendo 64 has bilinear filtering, and everything after that unambiguously has both*.



                So I believe the sources are correct.



                *) you can technically fake antialiasing on anything with subpixel precision and alpha transparency by drawing multiple passes with slightly adjusted coordinates. So an N64 could do that, it'd just be expensive.






                share|improve this answer













                There's something of a conflation here of antialiasing and filtering, I think. Antialiasing is literally preventing things from adopting aliases — e.g. if a diagonal line looks like a staircase rather than a diagonal line, it has adopted an alias. So you can imagine the same thing happening to textures as they rotate or take awkward angles. But it's always about accurately portraying the information you have.



                Conversely, bilinear filtering is just a different way of guessing at what is between the information you have. It's about generating extra information — specifically positing that there's a linear gradient between every source pixel and the next, rather than a hard edge.



                That being said: no, the SNES does neither. It's a simple nearest-neighbour colour grab only. Ditto for the scaling systems that precede it — including the Lynx in the home (and anywhere else you want to take it; I suggest the battery shop) and arcade machines like Sega's.



                This is true up to the Saturn and Playstation. The Nintendo 64 has bilinear filtering, and everything after that unambiguously has both*.



                So I believe the sources are correct.



                *) you can technically fake antialiasing on anything with subpixel precision and alpha transparency by drawing multiple passes with slightly adjusted coordinates. So an N64 could do that, it'd just be expensive.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered 38 mins ago









                TommyTommy

                15.2k14174




                15.2k14174






























                    draft saved

                    draft discarded




















































                    Thanks for contributing an answer to Retrocomputing Stack Exchange!


                    • Please be sure to answer the question. Provide details and share your research!

                    But avoid



                    • Asking for help, clarification, or responding to other answers.

                    • Making statements based on opinion; back them up with references or personal experience.


                    To learn more, see our tips on writing great answers.




                    draft saved


                    draft discarded














                    StackExchange.ready(
                    function () {
                    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fretrocomputing.stackexchange.com%2fquestions%2f9368%2fwhen-did-antialiasing-start-being-available%23new-answer', 'question_page');
                    }
                    );

                    Post as a guest















                    Required, but never shown





















































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown

































                    Required, but never shown














                    Required, but never shown












                    Required, but never shown







                    Required, but never shown







                    Popular posts from this blog

                    What is the “three and three hundred thousand syndrome”?Who wrote the book Arena?What five creatures were...

                    Gersau Kjelder | Navigasjonsmeny46°59′0″N 8°31′0″E46°59′0″N...

                    Hestehale Innhaldsliste Hestehale på kvinner | Hestehale på menn | Galleri | Sjå òg |...