issues are also a problem despite the additional smoothing effect in other areas. On the PC, edge aliasing issues can be mitigated by using a combination of both multi-sampling AA (for better sub-pixel coverage) and post-process FXAA, which works on the rest of the scene after other rendering passes have been done. After experiencing a few game-stopping crashes when using high-level multi-sampling options (something that was being actively addressed by the developer during our work on this article) we opted to use 2x MSAA in concert with FXAA - although it is possible to select up to 8x MSAA. Compared to the console versions, troublesome edge artifacts are more easily suppressed and there is certainly less in the way of blurring where the artwork is concerned. Upping the level of MSAA beyond 2x works wonders in cleaning things up further, and at 1080p resolution the overall level of presentation is excellent. The only downside is that multi-sampling incurs a massive performance hit at higher levels - anything more than 2x MSAA requires a decent mid-range enthusiast GPU with a large amount of video RAM and bandwidth. Such are the ballooning requirements of deferred shading when MSAA enters the picture. Texture detail is closely matched across both consoles, but we find that higher quality normal maps and specular highlights are present on the PS3 - just about noticeable on the squares on the right. The 360 features a texture filtering advantage which leads to the artwork appearing clearer and more detailed