Based on the specs we know, we do know the pica200 series supports antialiasing. It's up to developers to program it in though. We know Resident Evil Revelations uses it in 2D mode, so it's possible to do even on high-end games.
That makes me wonder even more
why didn't Nintendo use antialiasing in 3DS' Home Menu and other built-in games ? 3D scenes are extremely simple there (just a few triangles & few textures), just begging for some antialiasing...
My theory is that while Pica200 technically supports antialiasing, it is so slow that it practically makes it unusuable, and the guys from MT Framework are doing some clever trick to smooth edges instead of using hardware AA.
QUOTE('Rydian') said:
An 800x240 resolution would have a different aspect ratio, which would be a minor annoyance to program around (mostly with HUD/GUI stuff), giving almost no benefit since it's in only one direction.
Well, we're talking about experts writing/porting whole game engines, dealing with shaders and 3D transformations on daily basis, I think they can cope with non-square pixel aspect ?
Remember PC games from DOS era ? Very often they were using 320x200 screen mode. Guess what, pixels there were not square, either.
Also, what I've already written in another thread, Amiga had "High Res" mode - 640x256 - using double horizontal resolution. It was really helpful in increasing text readability, although not used that much in games.
QUOTE('koji2009')
Look at those pictures and tell me the 3DS MGS looks like the PS2 version with a straight face. Specifically look at the hair of both pictures, and the boxy look of the PS2 version versus the 3DS version. As well as the look of the grass in the second picture.
That MGS3 demo wasn't prerendered, when the demo was shown you couldn't play it, but you could move the camera angles however you liked, proving it wasn't just a 3d movie running on the system.