From a hardware perspective, edge-smoothing on Xbox 360 should theoretically be entirely "free", with the GPU doing the work for the developer. However, limitations in the on-die eDRAM memory stop that from being the case unless you opt for a sub-HD resolution (cases in point: Ninja Gaiden 2 and Modern Warfare 2). The memory requirement means that additional processing is required to implement anti-aliasing on 360 at 720p. For the PlayStation 3, running at a disadvantage in terms of bandwidth and memory, handling anti-aliasing is more difficult - hence this element being cut down in so many of the cross-platform games Digital Foundry looks at for the Face-Off comparison pieces. PS3 is curious, however, in that it has hardware support for two widely used AA techniques. We've discussed MSAA already, but quincunx AA is the other most frequently implemented technique. Unique to the NVIDIA hardware, it uses approximately the same amount of resources as MSAA but produces superior edge-smoothing at the expense of adding a blur to the entire screen. The use of quincunx and the impact on overall image quality varies game by game - intricately detailed textures will suffer much more than a more flat, anime style of art. However, this Assassin's Creed comparison of 2x MSAA up against quincunx demonstrates both the edge-smoothing advantages and the detail blur. Colin McRae: DiRT 2 is an interesting example of how quincunx can be used to produce a look very close to the full-on 4x MSAA that can be extracted from the Xbox 360's Xenos GPU. The range of post-processing effects used in the EGO engine seem to suit quincunx as a "lighter" alternative to the 360's more precise but more memory-intensive solution. In short the game achieves some level of its realism from the motion blur employed, and in this case quincunx's less impressive side effects are integrated into the overall art scheme. Killzone 2 does the same thing.