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PS4's AF issue we need answers!

omonimo

Banned
Dude, look at the markings on the ground. Looks pretty identical with just the angle of the camera slightly off.
You know right they could fixed the LOD because probably the grass flickering from this distance? That's very pretentious use a single shot to talk of reduced LOD.
I don't know even someone could consider this a case. We need of more evidence at least.
 

-griffy-

Banned
Dude, look at the markings on the ground. Looks pretty identical with just the angle of the camera slightly off.

Are you even reading what I'm typing? Yeah, a couple of the ground textures are kind of close in the lower left, but you can see the entire perspective of everything is different between the two because the character isn't standing in the same place. The character is standing in a different place and therefore the camera is pointing in a slightly different direction to try and line landmarks up. Unless you want to suggest they also made the tree, the fence and the end of the concrete wall smaller with the patch too, then I'll take the actual measurable difference in size I saw myself, and the statement from the person who made the screenshot, as evidence enough.

If you want to keep arguing about it go ahead. This is silly.
 

Shin-Ra

Junior Member
It is to be noted that Alien Isolation also features an in house engine which pushes 16x Anisotropic filtering @ 180p30 & VSync on PS4 (according to DF/ some very minor fps drops and no tearing throughout thanks to vsync).
G'damn not 180p!
 

Majanew

Banned
Are you even reading what I'm typing? Yeah, a couple of the ground textures are kind of close in the lower left, but you can see the entire perspective of everything is different between the two because the character isn't standing in the same place. The character is standing in a different place and therefore the camera is pointing in a slightly different direction to try and line landmarks up. Unless you want to suggest they also made the tree, the fence and the end of the concrete wall smaller with the patch too, then I'll take the actual measurable difference in size I saw myself, and the statement from the person who made the screenshot, as evidence enough.

If you want to keep arguing about it go ahead. This is silly.

The cracks in the asphalt on the left are lining up too well for him to be several feet back; the camera is positioned a little different. The cracks would be farther up the road if he was several feet back. He may be slightly enough back that the LOD hasn't kicked in for the grass, I guess.

dyinglightgrass21vuvr.gif

I'm not saying anything about the game, AF or LOD, other than that picture doesn't show a difference of several feet back. :p
 

Speevy

Banned
Might have been discussed, but does anyone remember the Xbox 360 "soupy textures" Elder Scrolls Oblivion discussion from 2006?
 

-griffy-

Banned
The cracks in the asphalt on the left are lining up to well for him to be several feet back; the camera is positioned a little different. The cracks would be farther up the road if he was several feet back. He may be slightly enough back that the LOD hasn't kicked in for the grass, I guess.



I'm not anything about the game, AF or LOD, other than that picture doesn't show a difference of several feet back. :p
Congratulations, you've made me spend more time on this than I cared to.
In this video I made, unlike your schizophrenic gif, you can clearly see how when lined up properly, the items in the background are farther back. You can literally see the trees/fence/cars/concrete wall get smaller and farther as it fades back and forth. I don't know what else I can do beyond that.
 

Marlenus

Member
Devs can use the esram to perform texture and frame buffer tasks while doing something else with the ddr memory AT THE SAME TIME.

Well the ESRAM is too small to do everything so really all the devs can do with it is stuff that is the most bandwidth critical which does not include AF so in the end it ends up getting the data from the DDR3 anyway and if your theory was correct it would run into performance issues. Besides in essence Xbox One has 3 clients vying for DDR3 memory bandwidth, CPU, GPU and ESRAM. The PS4 only has 2 clients which are CPU and GPU so contention on the bus will be lower on the PS4 if the ESRAM is being updated constantly, which it would need to be with texture data.

Speculation is fine if it is grounded in reality but just talking nonsense and calling it speculation is not. There are many simpler explanations for the lack of AF in PS4 games and they pretty much boil down to a setting being overlooked in the API, a wonky porting tool or maybe a default driver setting difference between the platforms.
 

omonimo

Banned
Congratulations, you've made me spend more time on this than I cared to.
In this video I made, unlike your schizophrenic gif, you can clearly see how when lined up properly, the items in the background are farther back. You can literally see the trees/fence/cars/concrete wall get smaller and farther as it fades back and forth. I don't know what else I can do beyond that.
To my eyes the shot with worst FOD seems caused to the different distance but the 'weird' persepective give the wrong impression to be same of the other before the patch, I noticed that after to seen the video . Really I don't know where coming from this new 'case'. I have the suspect too many people are more interested to prove at all costs the xbone has a sort of mystical advantage in his hardware configuration than to discuss seriously of the real issue in the ps4 porting. And, frankly, I don't understood how the combination of the ddr3 and esram could give a sort of advantage without a most powerful cpu.
 

BONKERS

Member
Update to my listing of games with their engines

Afaik so far, 4 engines are known in games that have had problems:

- Chrome Engine 6 (Dying Light) [edit] Now Fixed by Patch (1.05 - March 10th 2015)
- Cry engine 4 (Evolve)
- Unreal Engine 3 (Strider, Thief, Murdered: Soul Suspect, DmC)
- Unreal Engine 4 (Daylight)

- Unfinished Swan Engine (was Gamebryo on PS3, not sure if still the case on PS4)

About UE3, it's a bummer that DF didn't do a Tech Analysis or Face off on Sherlock Holmes Crimes and Punishments, as it is a prominent title that uses UE3. If anyone who has the game can pitch in on the quality of AF there, you are more than welcome.

Also, not sure what engine Saints Row 4 uses (it does have some AF problems on PS4), it probably is an in house engine, but I guess it could also be UE or something else.

Engines known to have had good/ noticeably present AF on PS4:

- IdTech 5 (Wolfenstein TNO, The Evil Within...)
- Frosbite 3 (in house EA engine for DAI, BF4, BF Hardline...)
- Anvil (in house Ubisoft for Assassin's Creed series)
- Disrupt (in house Ubisoft for Watch Dogs)
- Dunia (in house Ubisoft for Far Cry series)
- Lithtech Engine (in house Monolith for Shadow of Mordor)
- Crystal Engine (in house Crystal Dynamic engine for Tomb Raider series)

- No specific problems had been reported (afaik) on the Activision ones (whether COD or Destiny, both using in house engines)

It is to be noted that Alien Isolation also features an in house engine which pushes 16x Anisotropic filtering @ 180p30 & VSync on PS4 (according to DF/ some very minor fps drops and no tearing throughout thanks to vsync).


Dimps' custom engine for Dragon Ball Xenoverse also lacks AF. More so on PS4 than XBO. PC version has no AF setting.

Also: I'm Pretty sure Strider doesn't run on UE3.

Destiny doesn't use 16x AF either AFIRemember.

None of the Halo games on XBO can manage 1080p60 and they dont' even have 16xAF


Dead or Alive 5 also , no AF to be seen

Metal Gear Solid 5 also has weak AF

Grand Theft Auto 5 has nonexistent AF on PS4/XBO as well
 

Chabbles

Member

New shot in the exact same spot. LOD may have been decreased after all ? Pretty big difference.

iX27QrJkj0jjv.jpg


iVJ9dpa9nwcXv.gif


I'd still rather have the AFx4, or x8 or what ever they have it at instead of none. Its just a pity if they've had to make the already low detail even lower.
 

-griffy-

Banned
^
That's definitely more definitive. Now I wonder what the same area looks like on XBO after the patch. Might help in determining if it had anything to do specifically with AF or just with them optimizing for performance on both versions.
 

Elandyll

Banned
Dimps' custom engine for Dragon Ball Xenoverse also lacks AF. More so on PS4 than XBO. PC version has no AF setting.

Also: I'm Pretty sure Strider doesn't run on UE3.

Destiny doesn't use 16x AF either AFIRemember.

None of the Halo games on XBO can manage 1080p60 and they dont' even have 16xAF


Dead or Alive 5 also , no AF to be seen

Metal Gear Solid 5 also has weak AF

Grand Theft Auto 5 has nonexistent AF on PS4/XBO as well

Corrected about Strider, not sure where I saw mentioned UE3 for it, when it is much more likely that Double Helix would use their HEX engine there.

For the rest, my list is concentrating on trying to find a pattern as specifically relating to the PS4 versions, so when things are otherwise equal, I did not delve into it.

Updated list:

Afaik so far, 4 commercial engines and 1 proprietary are known in games that have had problems on PS4:

- Chrome Engine 6 (Dying Light) [edit] Now Fixed by Patch (1.05 - March 10th 2015)
- Cry engine 3 (Evolve)
- Unreal Engine 3 (Thief, Murdered: Soul Suspect, DmC)

Unsure :
- Unreal Engine 4 (Daylight) / Need an XBO version to confirm, but the PS4 version is very lacking vs PC version in AF
- HEX Engine (Strider definitely has AF issues on PS4, butit is the assumed engine used, but not 100% sure)

- ? Unfinished Swan Engine (was Gamebryo on PS3, not sure if still the case on PS4)

About UE3, it's a bummer that DF didn't do a Tech Analysis or Face off on Sherlock Holmes Crimes and Punishments, as it is a prominent title that uses UE3. If anyone who has the game can pitch in on the quality of AF there, you are more than welcome.

Also, not sure what engine Saints Row 4 uses (it does have some AF problems on PS4), it probably is an in house engine, but I guess it could also be UE or something else.

Engines known to have had decent/ noticeably present AF on PS4:

- IdTech 5 (Wolfenstein TNO, The Evil Within...)
- Frosbite 3 (in house EA engine for DAI, BF4, BF Hardline...)
- Anvil (in house Ubisoft for Assassin's Creed series)
- Disrupt (in house Ubisoft for Watch Dogs)
- Dunia (in house Ubisoft for Far Cry series)
- Lithtech Engine (in house Monolith for Shadow of Mordor)
- Crystal Engine (in house Crystal Dynamic engine for Tomb Raider series)

- No specific problems had been reported (afaik) on the Activision ones (whether COD or Destiny, both using in house engines)

It is to be noted that Alien Isolation also features an in house engine which pushes 16x Anisotropic filtering @ 1080p30 & VSync on PS4 (according to DF/ some very minor fps drops and no tearing throughout thanks to vsync).
 
Free? On PCs , the cost is so small that it essentially is. And the performance difference like someone else mentioned is non-existent. It's either 16xAF or no AF

Here's a comparison I made with ZAT comparing max settings with 16xAF vs 4xAF
http://screenshotcomparison.com/comparison/115844

Note that the 4 frame difference is due to variance. They both go from 138 to 143 in this static scene.

Another
http://screenshotcomparison.com/comparison/115845
Never said it was frame-rate performance cost.
 

burgerdog

Member
SDgQJz.jpg


I know the game is a year or more out, but let's be real, AF isn't going to make it in. I can't wait to play this after work, but man so much texture soup. Is it trilinear striking again?
 

ItsTheNew

I believe any game made before 1997 is "essentially cave man art."
SDgQJz.jpg


I know the game is a year or more out, but let's be real, AF isn't going to make it in. I can't wait to play this after work, but man so much texture soup. Is it trilinear striking again?
Man, that game looks stellar if you crop out that ground texture, yeezus.
 

140.85

Cognitive Dissonance, Distilled
SDgQJz.jpg


I know the game is a year or more out, but let's be real, AF isn't going to make it in. I can't wait to play this after work, but man so much texture soup. Is it trilinear striking again?

Grooooooaaaaaaan

Tx9rHYe.gif


Devs, Sony, PLEASE somebody, anybody - make it stop.
 

KainXVIII

Member
SDgQJz.jpg


I know the game is a year or more out, but let's be real, AF isn't going to make it in. I can't wait to play this after work, but man so much texture soup. Is it trilinear striking again?

Please bring xbox one equivalent screenshot from this game before we blame Sony! =)
 

Majanew

Banned
New shot in the exact same spot. LOD may have been decreased after all ? Pretty big difference.

iX27QrJkj0jjv.jpg


iVJ9dpa9nwcXv.gif


I'd still rather have the AFx4, or x8 or what ever they have it at instead of none. Its just a pity if they've had to make the already low detail even lower.

Yeah, I could tell with the asphalt that it was just the position of the camera throwing the image off. Disappointing the LOD was decreased, but people want their AF, so something's gotta give.
 

140.85

Cognitive Dissonance, Distilled
I don't say him, but we are (also see 140.85 post) =)

I'll admit that it's too early to know what's to blame in the case of FFXV's AF.

But it is yet another example added to a growing list of PS4 games bizarrely missing the feature, so inevitably I'm hoping for some sort of clarification from the platform maker. This problem has persisted long after that ICE comment on the subject.
 

pixlexic

Banned
Doesn't make the shit AF (of a pre-release game) okay, but it also makes it irrelevant to what the thread is ostensibly about.

what ? no it doesnt at all. this isnt a xbone vs ps4 thread.

it is a why is af missing on the ps4.

PS4 should be able to afford AF in these games.
 

-griffy-

Banned
what ? no it doesnt at all. this isnt a xbone vs ps4 thread.

it is a why is af missing on the ps4.

PS4 should be able to afford AF in these games.

The thread is built on the various DF face-offs showing AF missing in PS4 versions of games when it's present in the XBO version.

Posting one shot of a pre-release game with bad AF isn't more evidence of that problem without an XBO shot for comparison, and if it's bad in both than it's merely evidence of the continued trend of console games having low AF in general.

The thread you made is specifically titled "PS4's AF issue" which to an informed person would imply the former issue, where PS4 is missing when it's present on other platforms.
 

pixlexic

Banned
The thread is built on the various DF face-offs showing AF missing in PS4 versions of games when it's present in the XBO version.

Posting one shot of a pre-release game with bad AF isn't more evidence of that problem without an XBO shot for comparison, and if it's bad in both than it's merely evidence of the continued trend of console games having low AF in general.

The thread you made is specifically titled "PS4's AF issue" which to an informed person would imply the former issue, where PS4 is missing when it's present on other platforms.

the reason why we are using the DF images in comparison is because it shows when AF is clearly missing. if both versions don't have that doesn't mean it is ok. it just means both are bad.
 

Majanew

Banned
Still no sense. With the SoC and GPU PS4 has 16x AF should be now problem at all.

Added AF was a problem with some of Dying Light's grass LOD. Devs might want less pop-in or, at least, popping in at a farther distance to the player. PS4 needs more bandwidth it seems.
 

pixelbox

Member
Added AF was a problem with some of Dying Light's grass LOD. Devs might want less pop-in or, at least, popping in at a farther distance to the player. PS4 needs more bandwidth it seems.

Are you serious with that comment? You can't really believe that right?
 
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