I don't think QA's "list of things to look for" includes "taking a good, loooooooong look at the ground."
Yep, because AF makes no difference in IQ and is only noticable with razor sharp eyes./s
I don't think QA's "list of things to look for" includes "taking a good, loooooooong look at the ground."
Where do you get to see how much bandwidth a CPU uses in gaming? And more specifically where do you get numbers from where the system has unified ram?
Yep, and I still don't think we should take peak or maximum bandwidths for a number that we can see in real life applications (here it is gaming). They are called "peak" for a reason. I searched for bandwidth measures on the net but didn't find anything.
Btw, I still wait for an actual proof that the slide I posted got debunked.
Yes, but the 7770 doesn't get its data from unified ram. It is a totally different situation if the ram has to feed one source or several, over 2 different busses. This is why I think using PC "data" to show me I am wrong is of course valid but I think the system architecture of PS4 is too different to what a "regular" PC is to conclude what is happening in PS4.
Yes, if you think the PS4 works the same way as a PC does. Which it doesn't.
But I think the discussion can end here on my theory. I won't get the data I want and I disregard the points others make to prove me wrong for said reasons. I didn't want to attack anyone but got attacked which is the saddest part of the whole discussion.
I hope we get the true reason still, though.
Just like resolution.Yep, because AF makes no difference in IQ and is only noticable with razor sharp eyes./s
So the whole discussion about not having AF has shifted to 4 vs 8 vs 16! It never ends!
Different camera angles will confuse the results, in DL you can tell he's crouched to look at it. Definitely looks like 8x to me, such an improvement though. Everyone should be happy!It breaks here
You really need to play more on PC with different settings. 4x is not terrible and doesnt break totally, but its nowhere near 8x or 16x.
Ps. that 4x and 16x comparison is not completely correct, because newer cards handle it better, via enhanced AF algorithms.
It ends when the IQ is where it should be, please don't pull the entitled consumers card..
It ends when the IQ is where it should be, please don't pull the entitled consumers card..
Just like resolution.
Somebody from the ICE team has already stated that the PS4 has no problems handling AF x16.
Seems to me that it's a dev thing.
If it has no problems (tin foil time), then maybe "they" don't want us to become accustomed to expecting AF, because some reason down the line they think that it will be something harder to implement across the board without sacrificing in other departments. What I'm saying is really broad and vague but I'm trying to see what logical reason there could be for not implementing something, that seems on the surface, from the bit I've read, like it should be implementable. :/
Images like this show that it is likely not 16x , but 4x would be decidably worse. The best way to tell would be to line up PC shots at the same area with different AF settings on.
I am betting on 8x.
Cyborg is talking about people moving goalposts. The initial intention of the OP was to specifically question if PS4 is even capable of AF.
It's a static picture. It's easier to notice once you begin to move around the environment.Its a non issue now isn't it when we are pixel staring and scratching heads.
It's a static picture. It's easier to notice once you begin to move around the environment.
Hope the UK gets that Dying Light patch soon, looks great. We're still on 1.02
Titles that use known engines (like UE3) seem to exhibit the problem far more than ones with in house engines.No, an SDK bug would not affect all 3rd parties. Not all titles use everything from the SDK. It looks like the issue present in titles which were developed in Win/Xbox environment and then ported to PS4. So the bug is likely to be in that porting toolchain.
Manually activating AF for selected textures on PS4 only again is a lot of work which may be impossible to do in the time/budget or even tools devs have. So we have this situation with AF as a result.
Titles that use known engines (like UE3) seem to exhibit the problem far more than ones with in house engines.
That would tend to point toward the engine used and lack of time/ not lead platform to spend on optimizing the PS4 version.
Imomit all points (as I've said before) to the DX-> OpenGl conv tool.
If that tool is part of the SDK, then the SDK is partly responsible ( and the dev for not taking the time to manually correct it), but it could also come with the engine it seems to me, as again the problem is
a) present on a small minority of titles
b) seems to be prevalent on some engines like UE3 and chrome 6
Titles that use known engines (like UE3) seem to exhibit the problem far more than ones with in house engines.
That would tend to point toward the engine used and lack of time/ not lead platform to spend on optimizing the PS4 version.
Imo it all points (as I've said before) to the DX-> OpenGl conv tool.
In the Dying Light case, with AF coming in a patch, it's like the devs aren't even checking if the code they are using runs correctly on the PS4. I kind of expect 3rd parties not to push the console, but not double checking settings to see if they work?
QA doesn't care about IQ, stop with that talk.
unfinished Swan is also a port from PS3, so who knows what happened there?For me, the main head scratcher in all of this and the one thing that blows a lot of theories out of the water is the lack of AF on the Unifished Swan when compared to the PS3 version.
- Not UE3
- A Sony game, so no resources being put into X1 over the PS4 (if that is a thing)
- Doesn't apear to be a graphically demanding game (?)
I mean is the port of that game such a rush job that even one of Sony's own IP's is lacking AF / didnt have time to implement?
Maybe this is whats holding up the PS4 release of Journey. They trying to get that damn AF working!
So devs themselves are to blame?
A lot of crow is to be eaten in this thread lmao.
Actually we still couldn't possibly know. There is no crow to be eaten.
Techland are able to patch in at least 4x AF, this has nothing to do with the hardware.
Actually its perfectly obvious and clear where the issue is. If you look at the top left corner of the circled area you can see how the tile pattern turns into an unrecognizable blob. Maybe it's a non issue for you.Its a non issue now isn't it when we are pixel staring and scratching heads.
I think these "lazy devs" insults towards people are completely uncalled for, especially as we still do not know the reason behind it.
Actually its perfectly obvious and clear where the issue is. If you look at the top left corner of the circled area you can see how the tile pattern turns into an unrecognizable blob. Maybe it's a non issue for you.
So who is it then? Devs themselves?
It looks like a variable AF solution to me. Between 4x and 8x. This is probably the best it's going to get this gen with graphically rich games and frankly, it's Not that deep for me.
Images like this show that it is likely not 16x , but 4x would be decidably worse. The best way to tell would be to line up PC shots at the same area with different AF settings on.
I am betting on 8x.
I think these "lazy devs" insults towards people are completely uncalled for, especially as we still do not know the reason behind it.
Actually its perfectly obvious and clear where the issue is. If you look at the top left corner of the circled area you can see how the tile pattern turns into an unrecognizable blob. Maybe it's a non issue for you.
Actually its perfectly obvious and clear where the issue is. If you look at the top left corner of the circled area you can see how the tile pattern turns into an unrecognizable blob. Maybe it's a non issue for you.
Is this some kind of wind-up? surely this isn't a thing anyone can actually notice while playing a game rather than staring at an inscrutable corner of one screenshot from a game?
Unless of course you have both consoles set up side by side, playing simultaneously with 4 arms, shouting 'HAH I knew it!' when you spot a slight blur. Then I guess this is a totally valid complaint.
Calling devs 'lazy' because of this total non-issue is just crazy.
Just like how tearing is noticeable to some, lack and/of low AF can be rather noticeable, especially to those who games in bed. RIP Retro.Is this some kind of wind-up? surely this isn't a thing anyone can actually notice while playing a game rather than staring at an inscrutable corner of one screenshot from a game?
Unless of course you have both consoles set up side by side, playing simultaneously with 4 arms, shouting 'HAH I knew it!' when you spot a slight blur. Then I guess this is a totally valid complaint.
Calling devs 'lazy' because of this total non-issue is just crazy.
I think everyone was positive it was not a "hardware problem" but rather some interfacing with the SDK / API. Which puts the problem either on the dev side for not being thorough and/or Sony for not exposing the control sufficiently.
Edit: the fact the games do not ship on xb1 with the AF accidentally missing points to something being different on Sony's platform confuddling the issue. Either how it is presented or how they point devs on how to implement it.
Techland are able to patch in at least 4x AF, this has nothing to do with the hardware.
No. DMC is selling a definitive edition which looks worse than the Ps3 version / 360 version many of us have, because of the missing AF.
Do you think that is acceptable to us, a game how many years old releasing a DEFINATIVE version which has worse texture IQ ?
Yes its bloody lazy and bordering on incompetent.