How do you explain games that have it then? That those devs just worked harder to overcome whatever problem there is to implement it?
The only concrete info we have is an ICE team member saying there's no problem with implementing the effect on the system.
Clearly there's something going on. It doesn't seem to be with the system as evidenced by games that have it, and the comments from the ICE dev.
I don't see why it's implausible it's on the dev side, whether it's a problem with their dev tools, an issue with specific engines not implementing the effect properly on the system (something breaking the flag when porting to PS4?), and devs just simply not noticing, not caring to fix it, or not having the time to fix it. Or a combination of all of that.
It's not implausible. People are just afraid to go that route. Cardinal sin to call out a developer or a programming team for being " lazy " or too rushed to fix things.
Thats why situations like the FFXIII PC port exist. All that time to rush out the PC port and you can't even get a 1080p version. But give someone like Durante a single day and they will unlock resolution and all kinds of other graphical features for the title.
It IS on the developers, in the end. Even if the API was complete and utter shit and they had to write in the texture filtering in fucking assembly language, they could get it done if they wanted to.
There are a ton of reasons why it could happen in the end. Ranging from developers not having enough time to optimize, the DirectX heavy code not porting well to the PS4 SDK ( which again just means more time optimizing for the new SDK, which they end up not doing ), they are hitting some sort of power limit and can't even afford a 3-4fps hit, they think it looks fine and people won't notice. On and on . So many things could occur with it, but when it comes down to it, if they worked hard enough on it, they could implement it.