Honestly, it seems more apparent in this game than just about any other. It's right in line with nearly every other UE3 PS4 game I've tried including Strider, Thief, Murdered Soul Suspect, DmC, and Contrast. It might be an issue with Guilty Gear Xrd but it wasn't bothersome enough to stand out. Also, Outlast is another random exception - AF isn't great on XO or PS4 but it is identical and NOT simple trilinear filtering like the other UE3 titles.
Still, I really do think DmC highlights the issue more than any other version as it features lots of long, flat surfaces presented at steep angles.
I'm surprised that they didn't mention the updated cutscenes in the article, though, as I do think that's a great feature.
This just in.
First Screenshots of Deep Down running on all new PS4 exclusive capcom engine have surfaced:
No gameplay analysis this time?
Isn't AF "just" getting additional texture samples from the VRAM and thus costing bandwidth? If so - I don't see a reason here for it being a HW problem. It's weird to only see this being an issue with 3rd party games. Maybe it's not as straightforward enabling high AF as it seems?
i like youSony just shot themselves in the foot. I don’t know how much the rest of you know about graphics technology (I’m an expert), but AF and AA are huge parts of it. It’s not like it is in the PC space you can become successful by adjusting AF out of nowhere. If you screw over a playstation gamer, you bring shame to yourself, and the only way to get rid of that shame is to force AF on PS4 games. What this means is gamers after hearing about this, are not going to want to purchase DMC for either PS4 nor will they purchase any sony third party games due to the lack of AF compared to Xbox One. This is HUGE. You can laugh all you want, but Cerny has alienated an entire market with this move. Sony, publicly apologize and force AF on for PS4 or you can kiss your business goodbye.
interesting, i hope they shed some light on it. (even though the ICE team member said it shouldnt be a problem)My take away from the article:
Good!
and holy shit, yeah, im just gonna wait for a price drop, i skipped this game last gen and survived so if i decide to get it maybe on a PSN saleTwo (EDIT: Make that Three) Capcom published games in a row that are better on the weaker hardware.
lol
Hopefully they patch the AF, because holy shit does it make the textures look terrible on the PS4 version.
The filtering makes the textures look worse than the last gen versions.
lol, forgot about REmake.
SFIV is not using Unreal Engine 3, which is where the problem seems to appear the most. SFV is using UE4, though, and I don't expect it to be an issue there.Man, I hope this issue doesn't happen in PS4 Ultra SFIV, and we get blurry floors when it should be the definitive version.
Because it's a issue that's been popping up lately. You don't think the article is coming?
Honestly, it seems more apparent in this game than just about any other. It's right in line with nearly every other UE3 PS4 game I've tried including Strider, Thief, Murdered Soul Suspect, DmC, and Contrast. It might be an issue with Guilty Gear Xrd but it wasn't bothersome enough to stand out. Also, Outlast is another random exception - AF isn't great on XO or PS4 but it is identical and NOT simple trilinear filtering like the other UE3 titles.
Still, I really do think DmC highlights the issue more than any other version as it features lots of long, flat surfaces presented at steep angles.
I'm surprised that they didn't mention the updated cutscenes in the article, though, as I do think that's a great feature.
The only reason an article would pop up is if answers about the issue on PS4 are given. There's not going to be something claiming that AF is super important since it's a well known fact. Why would anyone write an article about that? I'd say it's more important than screen resolution, really. I'd rather they just dropped mipmaps altogether - it would be shimmery but I'd rather have that than blurred out textures.
Why do you think that?
You two should just kiss already.
You know, I thought so too, but there were some suggestions around pointing to it being Unreal Engine and it seemed to share some characteristics. Now I'm wondering if my original assumption was actually right.I thought Stryder used the engine KI uses?
THE MORE YOU KNOW
Well, yes, there is a direct correlation between complete lack of AF and UE3 on the PS4. Even games with low quality AF on PS4 at least use like 2x or 4x where as these UE3 games are all using trilinear filtering. No AF at all.The way you worded that it reads like it could be an issue with UE3 on Ps4, and engine issue ?
If it was a budget/development issue on the dev's side, the Xbox One would be having similar issues, but it's not
misterxmedia was right all along.
Well, yes, there is a direct correlation between complete lack of AF and UE3 on the PS4. Even games with low quality AF on PS4 at least use like 2x or 4x where as these UE3 games are all using trilinear filtering. No AF at all.
It could be that a few devs are focusing on the Xbox One version of a game and then putting less effort into the PS4 version because it's easier to get a game running well on the platform, especially when the Xbox One's architecture is so similar. That could explain why something like this wouldn't make its way in, less optimization time and effort resulting in some quick fixes that effect the quality of the PS4 version.
Of course there is nothing to support this, just a random thought.
Why do you think that?
You know, I thought so too, but there were some suggestions around pointing to it being Unreal Engine and it seemed to share some characteristics. Now I'm wondering if my original assumption was actually right.
So, I'm going to install it again right now and find out for sure. I'll let you know after it's downloaded what it's using.
Well, yes, there is a direct correlation between complete lack of AF and UE3 on the PS4. Even games with low quality AF on PS4 at least use like 2x or 4x where as these UE3 games are all using trilinear filtering. No AF at all.
Well, yes, there is a direct correlation between complete lack of AF and UE3 on the PS4. Even games with low quality AF on PS4 at least use like 2x or 4x where as these UE3 games are all using trilinear filtering. No AF at all.
SFIV is not using Unreal Engine 3, which is where the problem seems to appear the most. SFV is using UE4, though, and I don't expect it to be an issue there.
I know, I never said it was ONLY UE3 games with AF issues, rather, it was only UE3 games that didn't use *ANY* AF. I believe there is at least a low level of texture filtering (like 2x AF) in those games.Dyling Light and Evolve aren't on UE3 and those have worse AF on PS4 than Xbox One.
Me tooI really hope they get that sorted out for Arkham Knight.
I think this picture should be shown to people that argue their is a problem with the hardware.
Check the .ini's for the characteristic UE3 files!You know, I thought so too, but there were some suggestions around pointing to it being Unreal Engine and it seemed to share some characteristics. Now I'm wondering if my original assumption was actually right.
So, I'm going to install it again right now and find out for sure. I'll let you know after it's downloaded what it's using.
.
Guys,
the more important question is...
Does the OP know that "wherefore" does not mean "where?"
I know, I never said it was ONLY UE3 games with AF issues, rather, it was only UE3 games that didn't use *ANY* AF. I believe there is at least a low level of texture filtering (like 2x AF) in those games.
I think this picture should be shown to people that argue their is a problem with the hardware.
An article on AF? sure, but why do you think the article would suggest AF is not important?
I think this picture should be shown to people that argue their is a problem with the hardware.
I think this picture should be shown to people that argue their is a problem with the hardware.
Well, yes, there is a direct correlation between complete lack of AF and UE3 on the PS4. Even games with low quality AF on PS4 at least use like 2x or 4x where as these UE3 games are all using trilinear filtering. No AF at all.
If by most you mean a small few. The number of titles without AF on PS4 is incredibly tiny.
I really hope they get that sorted out for Arkham Knight.
so better ask those devs why they didn't enable AF
THere are a lot of characteristics in AK that are extremely similar to those found in the samaritan demo. A ton actually.I imagine the engine for Arkham Knight has been so heavily customized at this point that is is mostly original.
THere are a lot of characteristics in AK that are extremely similar to those found in the samaritan demo. A ton actually.
Getting kind a tense their eh buddyCheck the .ini's for the characteristic UE3 files!
I am waiting OP!
THere are a lot of characteristics in AK that are extremely similar to those found in the samaritan demo. A ton actually.
Are you one of the DF team? You seem very defensive
In the case of a game like The Order I can see actual performance issues popping up - but a last-gen port of a game with low requirements? That's where it gets weird.The Order even has variable filtering, why would they go through the trouble of making it variable if the PS4 can just run 16xAF no problems?
Guys is xbone actually stronger than ps4???
In the case of a game like The Order I can see actual performance issues popping up - but a last-gen port of a game with low requirements? That's where it gets weird.
Guys is xbone actually stronger than ps4???
Why do you think that?
Tell us how you really feel... Don't hold back the rage, lol!...
The PS4 is clearly capable of mediocre AF, no issues there, case closed.
Stop being defensive over this, either you care about the issue or you don't, stop dismissing the issue.