When did antialiasing start being available?












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 1 hour ago









      rwallacerwallace

      9,584448141




      9,584448141






















          1 Answer
          1






          active

          oldest

          votes


















          3














          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



















          • 1





            Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

            – Ross Ridge
            7 mins ago











          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









          3














          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



















          • 1





            Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

            – Ross Ridge
            7 mins ago
















          3














          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



















          • 1





            Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

            – Ross Ridge
            7 mins ago














          3












          3








          3







          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 57 mins ago









          TommyTommy

          15.2k14174




          15.2k14174








          • 1





            Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

            – Ross Ridge
            7 mins ago














          • 1





            Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

            – Ross Ridge
            7 mins ago








          1




          1





          Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

          – Ross Ridge
          7 mins ago





          Yah, in common use anti-aliasing refers to edge anti-aliasing done to remove aliasing artifacts (jaggies) that appear at edges of rasterized triangles, but simple bilinear filtering removes aliasing artifacts that can appear over the entirety of texture-mapped triangles. The shimmering textures in old games that don't use filtering is probably the most obvious example of this.

          – Ross Ridge
          7 mins ago


















          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

          SQL Server 17 - Attemping to backup to remote NAS but Access is denied

          Always On Availability groups resolving state after failover - Remote harden of transaction...

          Restoring from pg_dump with foreign key constraints