You mix up something there.
The stuff you mentioned for alpha was alpha through vertex alpha in most cases which is not the same as alpha in the generation you mention them mostly use vertex alpha to make regular textures transparent. Even the quote you made refers to vertex through textures.
The later has came up the last few years as the GPU became fast enough to do this kind of stuff on an acceptable level. (the PS2 chip came definitely before that)
But the games alpha and not to texture alpha.
For a transparent material you don't need transparent textures, you can modify
btw: You mention no where that you refer to XBox 360 in any way. As said, actual GPUs have alpha texture antialias support which does what the regular AA did the last years, so you don't need an AA shader for that.
Theoretically we hould assume that X360 is able of it as well as it is an overheating load PC. I would assume that the real consoles are capable of more interesting realtime stuff as it was not build around the "PC" way of doing stuff.
The stuff you mentioned for alpha was alpha through vertex alpha in most cases which is not the same as alpha in the generation you mention them mostly use vertex alpha to make regular textures transparent. Even the quote you made refers to vertex through textures.
The later has came up the last few years as the GPU became fast enough to do this kind of stuff on an acceptable level. (the PS2 chip came definitely before that)
But the games alpha and not to texture alpha.
For a transparent material you don't need transparent textures, you can modify
btw: You mention no where that you refer to XBox 360 in any way. As said, actual GPUs have alpha texture antialias support which does what the regular AA did the last years, so you don't need an AA shader for that.
Theoretically we hould assume that X360 is able of it as well as it is an overheating load PC. I would assume that the real consoles are capable of more interesting realtime stuff as it was not build around the "PC" way of doing stuff.