Are you guys serious?
Just because some games preforms badly in some areas you need Sony to step in and Answer you? really?
I won't go into details again because I've already made more lengthy posts in this same thread to explain all this so I'll just say this: AF is as trivial to implement on PS4 as on XBone and has absolutely nothing to do with a game being ported from DX11.
DriveClub is another game that has low AF but it's barely noticeable in motion. Still the most impressive game visually I've seen on consoles.
Actually, The Order is one of the very few cases where I could really see it (that is, lower AF levels on some surfaces) being done specifically, intentionally and on purpose in order to maintain performance in a given scene.Games like the Order prove this is must be a weird software issue. The hardware is clearly capable, but even older games like DMC have this weird shit happening.
Of course they doI think the most incredible thing is how no one at the developer notices the lack of AA.
Actually, The Order is one of the very few cases where I could really see it (that is, lower AF levels on some surfaces) being done specifically, intentionally and on purpose in order to maintain performance in a given scene.Games like the Order prove this is must be a weird software issue. The hardware is clearly capable, but even older games like DMC have this weird shit happening.
Godamnit people, stop it already. There aren't any hardware or software issue with AF on PS4...
Godamnit people, stop it already. There aren't any hardware or software issue with AF on PS4...
But there is.
NXGamer has an interesting hypothesis about this. It's just a guess but it makes most sense to me. He thinks a lot of devs are porting over from DX11 and are using the higher level API on PS4, which has added overhead, because that makes the porting process easier since it emulates DX.
No there aren't. Read the thread. I work with a PS4 everyday of the week so I think I know what is and isn't better than people only guessing stuff according to anecdotal evidence and various websites full of misinformation.
No there aren't. Read the thread. I work with a PS4 everyday of the week so I think I know what is and isn't better than people only guessing stuff according to anecdotal evidence and various websites full of misinformation.
I really do not think you should give credence to that theory. It really doesnt make sense why overhead (which the xb1 version would have as well) would cause the game to completely skip out on AF whilst the x1 version would have it.So they say they use gnmx instead of gnm? Do you have a link for this?
No there aren't. Read the thread. I work with a PS4 everyday of the week so I think I know what is and isn't better than people only guessing stuff according to anecdotal evidence and various websites full of misinformation.
No there aren't. Read the thread. I work with a PS4 everyday of the week so I think I know what is and isn't better than people only guessing stuff according to anecdotal evidence and various websites full of misinformation.
What kind of work do you do with the ps4 if you don't mind me asking?
So they say they use gnmx instead of gnm? Do you have a link for this?
I really do not think you should give credence to that theory. It really doesnt make sense why overhead (which the xb1 version would have as well) would cause the game to completely skip out on AF whilst the x1 version would have it.
I really do not think you should give credence to that theory. It really doesnt make sense why overhead (which the xb1 version would have as well) would cause the game to completely skip out on AF whilst the x1 version would have it.
No there aren't. Read the thread. I work with a PS4 everyday of the week so I think I know what is and isn't better than people only guessing stuff according to anecdotal evidence and various websites full of misinformation.
So in your opinion, why is there no AF in the ps4 versions of DmC, Strider, Thief etc?Godamnit people, stop it already. There aren't any hardware or software issue with AF on PS4...
Why would developers not use it, then? On the PC side AF has had almost zero performance hit for years now on both AMD and Nvidia's side.
So why would AF have less of an impact on Xbox One?Because the fact that AF has no performance impact is a misconception? Re-read my previous posts, I've given plenty of information about how AF can impact performance.
Now, this does not explain why AF is not present in some of the games listed here, but it can be AN answer. Obviously, only the devs of said games can give the real answer,
Take his word for it. Because he is...So why would AF have less of an impact on Xbox One?
Yep.a rendering programmer.
There's definitely some level of AF, the degree to which I'm not sure.
But yea, the anomaly with other games really needs to be sorted. AF is not such an expensive feature that it deserves omission.
Take his word for it. Because he is...
Yep.
Because the fact that AF has no performance impact is a misconception? Re-read my previous posts, I've given plenty of information about how AF can impact performance.
So why would AF have less of an impact on Xbox One?
Has anyone asked Insomniac, Turn-10, Playground Games, 343i, Saber, Ruffian, Certain Affinity or Capcom Vancouver (lol) why their games are lacking anisotropic filtering?
Has Jux been authenticated?
Pretty sure you just can't claim to be someone who programs for a console without being authenticated.
So why would AF have less of an impact on Xbox One?
Do you people actually see the difference during gameplay, or do you just obsess over it in static screenshots?
So why would AF have less of an impact on Xbox One?
I won't say for who I work here publically but I'd be happy to confirm it with a mod.
It doesn't.
Different ports, by different teams, at different resolution, choosing to cut corners at different places, an artist mistakenly switching AF off on a given texture...
There are plenty of reasons that can explains what's seen here. None of them have anything to do with an hypothetical hardware or software issue.
Maybe its down to 1080p>900p and 900p>720p ?. Could it just be the XB1 having alittle bit of head room for slightly better AF after the res has been set ?
That Unfinished Swan gif needs to be explained though. Developer error or what ?
Do you people actually see the difference during gameplay, or do you just obsess over it in static screenshots?
I do believe The Order uses variable AF a la Killzone ShadowFall. The examples floating around typically highlight the textures where poor AF was an issue but, in general, it doesn't look bad in the game.Älg;155346220 said:That weird; the filtering looks way better there than in other screens that I've seen.
I don't really know much about the technicalities of graphics (I sure ain't a graphics programmer), is AF something that is applied per texture? The filtering was really bad in some screens, almost to the point of not being there at all, but here it actually looks pretty ok, especially in the top and bottom screen. Or is it just not at noticable because of the angle?
Forza Horizon 2 has AF, it's just not a particularly good solution. Same with Driveclub.Has anyone asked Insomniac, Turn-10, Playground Games, 343i, Saber, Ruffian, Certain Affinity or Capcom Vancouver (lol) why their games are lacking anisotropic filtering?