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PS4's AF issue we need answers!

I took these just now on the latest patch for ps4.

Sorry I didn't get to go the same location as the above screens you posted.

dyinglight_2015031214rlxxp.jpg

dyinglight_20150312140ozzu.jpg

Those still have pretty poor AF. Is that better than before?
 
It looks the same to me.

edit:

I've gone back to the location where the AF was shown to be in. As I making my way there, I could see the AF issues everywhere.



Anyway, back at the tower. One pic is standing up the next is crouching.

dyinglight_201503121526kuh.jpg


dyinglight_2015031215vxkzl.jpg
 

cgcg

Member
It looks the same to me.

edit:

I've gone back to the location where the AF was shown to be in. As I making my way there, I could see the AF issues everywhere.



Anyway, back at the tower. One pic is standing up the next is crouching.

dyinglight_201503121526kuh.jpg


dyinglight_2015031215vxkzl.jpg


You sure you have the patch installed? Your shot looks pre-patch and completely different than the ones posted.
 

AgentP

Thinks mods influence posters politics. Promoted to QAnon Editor.
1.05 is the latest and has a blurb in improved world and char art.

Edit: I just started a new game and that rug in the opening minute is near perfect AF.
 
Well I'm glad they fixed the AF.
Maybe there is a problem with some tools or a conversion process that has been causing the problem. I doubt it's 'lazy devs'.
However, the Dying Light team have demonstrated its definitely fixable. So any game afflicted with this problem that doesn't receive a patch might well be considered a case of 'lazy devs'.

By the way, this getting fixed means the conspiracy crew can take AF off the Xbox chalkboard - is there anything left on there? ;p
 

cgcg

Member
Yea but there're still like 7 games with AF problem so that's like majority and if I'm good in math that's like 99% of PS4 games.

*stays on the chalkboard.
 

Cotrip

Member
Just downloaded the new patch and took some comparative screenshots. The AF is indeed much better. First image is before patch, second with 1.05:


MXM1IO3.jpg


MxnWwge.jpg



TfcRbZm.jpg


uMaGMgU.jpg



epfmGKw.jpg


Fye2gbv.jpg
 

Elandyll

Banned
Very, very visible, and a good element to determine where the problem is coming from.

Gj guys.

Would anyone be able to take relevant screenshots of Sherlock Holmes on PS4?
It's a known UE3 game, the engine that seems the most recurrent with this problem.
 

omonimo

Banned
Unless anyone shows me that dr_rus has any credibility he is as believable as any other guy here. And getting personal is a weak thing to do when you are in a talk.
But as I said, I would be fine if someone proves me wrong but currently all I see is different opinions of how it could work.
That's enough for you or you need of more prove?

Just downloaded the new patch and took some comparative screenshots. The AF is indeed much better. First image is before patch, second with 1.05:


MXM1IO3.jpg


MxnWwge.jpg



TfcRbZm.jpg


uMaGMgU.jpg



epfmGKw.jpg


Fye2gbv.jpg
It seems clearly an SDK issue at this point. Jeez tons of posts about 'I don't believe to who said otherwise', 'but you can't prove the contrary' even with tons of explanations how weird are your strange tech convinctions and et voila with a simple patch AF can be improved XD . Even x360 had unified ram never remembered strange AF issue like the ps4.
 
Frame rate still the same on Dying Light?
Same framerate (for me at least) Solid 30 with weird jumps to 60 (this is a known issue on PS4) but if you are asking if it got worst after the increase on AF, nop. Not at all.

I played for 5 hours straight after the patch (a friend wanted to see the game. I never play that much)
 

RedAssedApe

Banned
embarrassed to say i never noticed the AF per 1.05 patch heh

already beat dying light...maybe i'll fire it up just to see if the game looks sharper to me.
 

Kudo

Member
Very interesting, big props to Techland for fixing it.
Hopefully other games that have this problem fix it too, maybe Techland could inform Sony about it or is that just wishful thinking?
 

c0de

Member
Very interesting, big props to Techland for fixing it.
Hopefully other games that have this problem fix it too, maybe Techland could inform Sony about it or is that just wishful thinking?

Perhaps Sony reaches out for developers to clarify the issues and helps getting AF on the games?
 
It's not exactly a developers problems. Highly probable SDK on ps4 give some problem in the AF in the multiplat engine.

I disagree. If the SDK had a problem then it would have affected every game that used AF.

Considering that only a few games had issues and that some have been patched already, this seems to be an issue on the developer's end.
 

onanie

Member
Sounds like a problem in general for games being ported to PS4, or where PS4 was not the primary platform. Developers that don't pay attention.
 

c0de

Member
Sounds like a problem in general for games being ported to PS4, or where PS4 was not the primary platform. Developers that don't pay attention.

Developers perhaps don't but artists do. And why would they implement it in on the other console but not on PS4? This makes no sense. There has to be a specific reason for this. AF is known since years.
 
Developers perhaps don't but artists do. And why would they implement it in on the other console but not on PS4? This makes no sense. There has to be a specific reason for this. AF is known since years.

I doubt that artists are responsible for whether or not AF gets used. My understanding is that it is the artist's responsibility to provide the art assets for the game which then become's the developer's responsibility to make sure that the game calls those assets properly.
 

c0de

Member
I doubt that artists are responsible for whether or not AF gets used. My understanding is that it is the artist's responsibility to provide the art assets for the game which then become's the developer's responsibility to make sure that the game calls those assets properly.

But how do you justify to an artist spending hours and hours of work for his art that in the game it looks like coloured mud? And internal QA might miss bugs or glitches but definitely not missing AF. Especially if they test both versions where one has AF and the other one doesn't. It is clearly visible.
 

Marlenus

Member
Unless anyone shows me that dr_rus has any credibility he is as believable as any other guy here. And getting personal is a weak thing to do when you are in a talk.
But as I said, I would be fine if someone proves me wrong but currently all I see is different opinions of how it could work.

Point a) can be shown by looking at benchmarks.
Point b) we know from Sony themselves (in this case it is 20GB/s)
Point c) we know because we can look at spec sheets
Point d) can be shown by looking at benchmarks of the 7770 which has 72GB/s of bandwidth and has no issue with AF.

Nothing dr_rus said requires them to show any credibility because you can find out the information independently,

On the PC you can force AF in the driver, this usually has a small impact on performance. What if the Xbox One driver is forcing a minimum level of AF and the PS4 driver does not? On the one hand not forcing it gives devs a chance to use different solutions like what is found in The Order, on the other hand it means that they have to actually turn it on and in low budget or rushed out ports it is being overlooked.

There is no hardware reason at all why the PS4 would struggle with AF so the only other reason is some form of API/driver setting difference between Xbox One and PS4.
 

Theonik

Member
Wow that dying light patch !!!!!!!


Can we please mass PM Ninja Theory to fix DmC ? Patches are free on ps4 so they won't even lose money.
Developer time is free now?

I disagree. If the SDK had a problem then it would have affected every game that used AF.

Considering that only a few games had issues and that some have been patched already, this seems to be an issue on the developer's end.
If there is a tool issue somewhere, it doesn't mean that developers use the same tools in the SDK. And if they are affected, fixing it may or may not take time they may or may not justifuy investing. This sort of thing isn't something developers should have to worry about fixing.
 

astraycat

Member
Several completely unrelated devs made a tool with the same problem? It's more likely to be a problem of some 3rd party library, possibly included into SDK.

Well, I suppose there a few possiblities:

1) AF IS FUCKED ON THE PS4
2) AF has more caveats than other platforms
3) AF is just obtuse to setup

Let's examine the possibilities:

1) The PS4, despite all of the released specs, has some trouble with AF. Devs tried it and burned attracting Cerny's gaze! As amusing as I find this, I don't want to be incinerated so I choose to not believe many (all) of the core propositions.

2) Suppose you port your engine, but at some point you hear...from some friendly dev or another...that to do AF on PS4 requires additional work. Well, that sounds bad, so you start your engine with trilinear only, and forget about AF. You get to release time, and everything's working, but then you remember you might want to #undef NO_PS4_AF. With some additional reflection you find you may have to go through QA again, to make sure there are no side effects. What do you chose?

3) Your engine works. Sure, you fudged some porting factors, like AF, but AF settings weren't the same on the new system as they were on the old system. But things are rendering, and the worst artifact you notice is that "maybe it's blurrier."

I mean, what do you do when you encounter these? The hardest part of VR (IMO) is making it so it feels like your movements in the world are yours (proper scale, offset, etc.). To have to ensure AF? Farrrrrrrrrrr down the list.
 

foxbeldin

Member
So AF can be fixed after all. Good job techland, i hope more devs will follow.

And Sony, do something about your sdk because it's clearly confusing many devs for AF.
 

Dreathlock

Member
Wow that dying light patch !!!!!!!


Can we please mass PM Ninja Theory to fix DmC ? Patches are free on ps4 so they won't even lose money.

Infact i wont be buying DMC until this is fixed on PS4. I hope they will patch it soon.

Edit: But great to see it can be fixed at all!
 
But how do you justify to an artist spending hours and hours of work for his art that in the game it looks like coloured mud? And internal QA might miss bugs or glitches but definitely not missing AF. Especially if they test both versions where one has AF and the other one doesn't. It is clearly visible.

I can see an artist spending hours and hours of their life making sure that a model looks a certain way in 3D. I don't think said artist would be intimately involved with textures on how cobblestone road looks, because that is usually a small texture map that is then repeated across a surface and squashed or stretched depending on the variables involved with the point of view.
http://en.wikipedia.org/wiki/Anisotropic_filtering

An artist would likely check to make sure that their models are rendered properly whereas the priority on paying attention to what the ground looks like would drop off a cliff.

Developer time is free now?


If there is a tool issue somewhere, it doesn't mean that developers use the same tools in the SDK. And if they are affected, fixing it may or may not take time they may or may not justifuy investing. This sort of thing isn't something developers should have to worry about fixing.

Even within an SDK, why would you have two separate libraries that do the exact same thing? That is just asking for trouble especially if they use the same namespaces.

Secondly, how would fixing the tool suddenly fix the issue via a patch to the consumer? This is logically incomprehensible. The fact that the games with the AF issue got patched to fix it means that there was something with how the developers were calling the function from within the game.

Thirdly, if the game's AF issue could be resolved with a patch from the developer and there was no firmware update on the consumer's end, then this is entirely an issue from the developer's side and that there was a problem with how the developers chose to call the AF function.

EDIT:
I guess the better question is how large were the patches that were deployed to resolve the AF issue?
 

c0de

Member
Point a) can be shown by looking at benchmarks.

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?

Point b) we know from Sony themselves (in this case it is 20GB/s)

Yep, onion bus has 20GB/s.

Point c) we know because we can look at spec sheets

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.

Point d) can be shown by looking at benchmarks of the 7770 which has 72GB/s of bandwidth and has no issue with AF.

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.

Nothing dr_rus said requires them to show any credibility because you can find out the information independently,

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.
 
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