I'm on mobile, but I'm pretty damn sure Sniper Elite 3 actually had better AF on PS4 than on the Bone. It was in the DF faceoff.
PS4 had 8xAF, xbox one "a reduction in texture filtering"
I'm on mobile, but I'm pretty damn sure Sniper Elite 3 actually had better AF on PS4 than on the Bone. It was in the DF faceoff.
Higher resolution, better performance, higher quality ambient occlusion, worse AF, guess which got its own thread?
It requires more bandwidth. Xbone probably does this through eSRAM.
This is really bizarre. AF is something that i have always used since i had my first gaming PC. It's unthinkable to turn it off. It's quite honestly inexcusable in this day and age.
No it doesn't. Stop saying this because it's bullshit. All AF fetches are perfectly cached by texture caches these days. This is why it's nearly free even on a lowest end GPUs on PC.
As for why that is happening I would assume that it's a combination of API translation issues with bad QA on Sony's part.
Not to derail or make it seem like a problem, but what was your first PC? AF was huge hit to performance even on fairly modern GPUs, such as Geforce 7800GT (same GPU that PS3 has), I am sure even 8800GTX had tangible difference between AFx4/x8/x16.
Not to derail or make it seem like a problem, but what was your first PC? AF was huge hit to performance even on fairly modern GPUs, such as Geforce 7800GT (same GPU that PS3 has), I am sure even 8800GTX had tangible difference between AFx4/x8/x16.
Sony QA doesn't touch this kind of stuff. It's purely up to the developers. No one else cares, most people don't know what AF is or does.
Notodisushittoagen.jpg
As someone said, there are tons of games that uses it and few that not, its just a developer choice.
How about some Battlefield 4 comparisons. You will see the opposite outcome.
I need to figure out where the AF is.
The Order 1886 has incredible AF. Other devs are probably just lazy. Lazy is the middle name of this gen, after all.
Uh. What's AF? I have no idea what I'm supposed to look at in those pictures.
Uh. What's AF? I have no idea what I'm supposed to look at in those pictures.
Not to derail or make it seem like a problem, but what was your first PC? AF was huge hit to performance even on fairly modern GPUs, such as Geforce 7800GT (same GPU that PS3 has), I am sure even 8800GTX had tangible difference between AFx4/x8/x16.
*whoosh*
Look at the text in the images.
7900GTX. The PS3 GPU was more along the lines of a 7600GT. Nevertheless, PS4 should by all means be able to do it.
...Which are required to holder higher-quality textures if they're going to perform higher-quality AF.No it doesn't. Stop saying this because it's bullshit. All AF fetches are perfectly cached by texture caches these days.
As someone said, there are tons of games that uses it and few that not, its just a developer choice.
PS3 GPU is carbon copy of 7800GT, up to operating frequency, minus 256-bit memory bus.
It has 20 pixel pipelines, 7 vertex shaders, 16 ROPs and a 400 MHz core clock, 500 MHz memory clock (1 GHz effective) using GDDR3 memory.
Its quite worse than a 7800 GT actually, 1/2 ROPs and 1/2 the interface is quite a big deal.Based on G70 Chip in turn based on the NV47 but with only 8 ROPs activated and 128 Bit memory interface
500 MHz
Uh. What's AF? I have no idea what I'm supposed to look at in those pictures.
AF doesn't work with parallax occlusion mapping. Maybe someone at Sony has a pro-POM agenda.
Its quite worse than a 7800 GT actually, 1/2 ROPs and 1/2 the interface is quite a big deal.
This really comes off like a concern trolling thread tbh.
Core clock is 500MHz. GDDR3 clock is 650MHz (1300).
This really comes off like a concern trolling thread tbh.
How? Nobody is saying the PS4 can't do AF, it's just curious that the console with a more powerful GPU and more memory bandwidth tends to not have it, or use a worse implementation of it than its weaker counterpart, in a handful of high profile multiplatform games.This really comes off like a concern trolling thread tbh.
Not really. The last PC GPU which did have a big performance hit with AF was from NV3x line (GeForce FX series). NV4x (6x00/7x00 series) handled AF quite nicely, G8x (8x00/9x00/2x0) and up had it nearly free.
Outside of these differences, the PS4 game matches up closely to the PC release, aside from featuring a lower level of anisotropic filtering (we reckon it's 8x against 16x on the PC) that mildly impacts distant texture sharpness. On the other hand, things appear a little more ropey on Xbox One, with Rebellion making a number of graphical sacrifices, perhaps in order to achieve native 1080p while targeting 60fps. These mainly come down to a reduction in texture filtering. Indirect shadowing is also limited to screen-space ambient occlusion, while the PS4 and PC appear to utilise a more advanced implementation known as obscurance fields. This effect takes into account the radius between objects across the entire scene to produce a steady fall off with the indirect shadowing between light and dark areas, whereas SSAO creates a simpler black halo around objects that doesn't take into account such properties. [Update: Rebellion says they're present on Xbox One and that's confirmed, but we're still seeing what looks like its omission in certain places as seen in the comparison zoomer above.]
Your post is very concerning. Tbh. There's obviously a demand to get it fixed, why be concerned about it?tbhThis really comes off like a concern trolling thread tbh.
Everything may go through Sony to be certified, but unless there is a requirement that games use at least nx filtering it doesn't matter. It has nothing to do with QA.Sure they does. Each title going on PS4 goes through SCE QA prior to going "gold". This is a regular console procedure which was put in place to make sure that the game at least works on the console - which is in platform holder's interest as you understand.
Per DF, it doesn't sound like AF is quite as trivial as most of us believe. It's still speculation on their part, but interesting nonetheless.
http://www.eurogamer.net/articles/digitalfoundry-2014-sniper-elite-3-face-off
Indeed, but with half the bus width... it still does not approach the bandwidth of a 7800GT.