PS4's AF issue we need answers!

Because assuming the game is being ported from a PC engine, AF maybe just comes along in a format the xbox can use without changes? And maybe there isn't time (or priority) to make the changes to bring it to PS4. [... Is there any pattern in these games? Are they all directX on PC? Are they all using similar middleware?

The point being, with xbox one being directX based, maybe it is more forgiving of PC engines being ported to it, whereas PS4 needs a little more sanity checking for some pipelines. And so where AF may be slightly more likely to fall through the cracks on PS4

It has nothing to do with being ported from DirectX at that point, it's only a matter of GPU architecture/power. The graphical API, given the same feature set (which is pretty close here between PS4/DirectXOne) will only affect the CPU side of performance. AF will only affect GPU performance.

But there is a clear distinction between the GNMX and GNM API, correct? The former is DirectX friendly (hence the 'X') but highly inefficient; while the second entices developers with the promise of greater performance, at the expense of more work, because they are forced to unpick and code things in a different way. This is where a PS4 port often differs from its Xbox One counterpart. And due to time constraints, or the experience of the team doing the port, some things fall through the cracks. It also helps to explain why PS4 exclusives have no problem in this area.
 
The Unfinished Swan is probably the strangest case of reduced AF on PS4:
15485977828_c7210f2842_o.gif

(thanks to nbnt in the console screenshot thread)
This just shows that it's the developer which didn't bother to implement it. Unfinished Swan is pretty much a black and white game, strider is not too far off with it's bevy of grey levels and simplistic art. When games like Skylander has a good sample of AF, coupled with good textures, art and AA, it proves there's no issue with the hardware doing AF, just that some devs couldn't bother. Maybe Sony should make it mandatory that AF is implemented or make it easier to do so.
 
I have pondered about this long and hard as well; it's time this was addressed. As the console with the more computationally powerful GPU, AF implementation, especially below par compared to Xbone is cause for query and subsequent remediation.

PS engineers have already stated that 16xAF can be implemented with the GPU. However, they do not mention the performance cost of doing so. It makes me wonder if the performance ceiling is being breached at 1080p on PS4 leading the devs (of specific games) to opt for cheaper AF solution as opposed to on Xbone where 900p affords them enough headroom to implement better AF solution before hitting the performance wall.

Also, It is irrelevant if some of you individually do not find the lack of AF distracting for a technical matter such as this ought to be discussed freely and bereft of overzealous criticism of the OP. If you are not bothered by it and have nothing constructive to add, perhaps it is best to not shit post here.
These days I'm not sure at times if you're serious. There is no performance cost. Also your last paragraph is ridiculous.
 
But there is a clear distinction between the GNMX and GNM API, correct? The former is DirectX friendly (hence the 'X') but highly inefficient; while the second entices developers with the promise of greater performance, at the expense of more work, because they are forced to unpick and code things in a different way. This is where a PS4 port often differs from its Xbox One counterpart. And due to time constraints, or the experience of the team doing the port, some things fall through the cracks. It also helps to explain why PS4 exclusives have no problem in this area.

I can't delve into the differences between gnm and gnmx for obvious reasons but I can tell you AF
is not one of them.
 
SappYoda said:
as AF might actually vary depending on the scene.
In console games - it's hardly ever the case for PC-centric development - where it's more a case of setting it once globally (or better yet, make the User set it) and forget about it.
I could totally see anything leading on PC end up with console versions that don't touch granular AF meddling or fail to actually test for it (time constraints and all) and potentially end up with fun missteps like the faceoffs in the OP (because a console API may not provide a convenient global forcing of such settings).

After all - this is hardly the first time to see this - PS2 generation had games that would randomly use Point-Sampling on some surfaces for no particular reason - there was no performance benefits for such a thing since N64 - but it kept happening for years into the generation.
 
I don't think the devs are lazy, the PS4 probably is the lazy one, sometimes it just doesn't feel like doing AF.
 
It's certainly an interesting topic when even the most basic of games seem to have an issue. I hope Eurogamer start to dig further on this. I also hope devs chime in to explain as the comments seen so far are not good enough.
 
this actually points to not being a lazy dev issue. a simple exclusive such as this wouldn't go back and turn off af.

It is probably implemented different so the PS4 version does not recognize the PS3s method due to the systems being on different architecture.

Sony needs to enable AF in the SDK by default and make it the developers choice to disable it. It looks like MS already does this which is why games on the XB1 have AF while their counterpart on PS4 do not.

I wonder if Sony can force it through the firmware/OS level, similar to how PCs do it.
 
I've got an idea guys!

How about developers get Chromatic Aberration to fuck and give us 16X AF?

Fair deal?

I'd like to see CA banned entirely by the console manufacturers, pop up a nice message for the devs:

"Hi, it looks like you're trying to implement chromatic aberration! This means you don't give a flying fuck about the people struggling to see your blurry mess of a game, so we can't allow you to make it."

Devkit should then suicide itself.
 
this actually points to not being a lazy dev issue. a simple exclusive such as this wouldn't go back and turn off af.

The original dev did not port it to the PS4 and Vita. Armature Studios did the port.

http://blog.eu.playstation.com/2014/10/23/unfinished-swan-graces-ps4-ps-vita-next-week/

Not calling them lazy, just stating that they might not have turned on something during the port or were under time constraints and did not make it a priority. But it is amazing that after a direct quote from an engineer, tons of games posted that have perfectly fine AF. That there are still some here that give the implication that this is a hardware issue instead of a dev issue.

It is probably implemented different so the PS4 version does not recognize the PS3s method due to the systems being on different architecture.

Sony needs to enable AF in the SDK by default and make it the developers choice to disable it. It looks like MS already does this which is why games on the XB1 have AF while their counterpart on PS4 do not.

I wonder if Sony can force it through the firmware/OS level, similar to how PCs do it.

Does that really have to be explained on a forum like this?
 
I think we all know by now, if the hardware doesnt do something automatically, theres a 75% chance the dev wont do it themselves. Sony probably just hasnt offered a systemwide implementation (and may add one on OS level later, I assume). Maybe they told devs not to worry about it since it will come later.
 
I think we all know by now, if the hardware doesnt do something automatically, theres a 75% chance the dev wont do it themselves. Sony probably just hasnt offered a systemwide implementation (and may add one on OS level later, I assume). Maybe they told devs not to worry about it since it will come later.

I doubt we will ever see it as an OS level option.

Does that really have to be explained on a forum like this?

Going by a lot of posts here, yes.
 
It is probably implemented different so the PS4 version does not recognize the PS3s method due to the systems being on different architecture.

Sony needs to enable AF in the SDK by default and make it the developers choice to disable it. It looks like MS already does this which is why games on the XB1 have AF while their counterpart on PS4 do not.

I wonder if Sony can force it through the firmware/OS level, similar to how PCs do it.

yeah but its one game being ported to one console. It should have been done unless it is just not easy to do on ps4.
 
yeah but its one game being ported to one console. It should have been done unless it is just not easy to do on ps4.


Yes AF is just too difficult for the Ps4. I'm sure this the answer you're looking for so why the thread if you think its too difficult.
 
It's not a good look either. I wonder if there is some kind of bandwidth issue? Apparently AF is not trivial on consoles like it is on PC, because of the amount of bandwidth it takes.I just wouldn't understand devs leaving it out for no reason at all, when it improves the IQ so much. Gotta be a reason for devs to be compromising. Something, otherwise I'm straight boggled.
 
Yes AF is just too difficult for the Ps4. I'm sure this the answer you're looking for so why the thread if you think its too difficult.

clearly it is not as easy as it should be because if it were it wouldn't be missing,


and lets stop with the being offended because its your favorite console bs,
 
Yep that's why 95% games have it and they are all *higher resolution.* Must be a compromise because doing 1080P is so hard.
 
It's obvious there are complications in some cases, but considering there are examples in both first and third party I don't think there's an argument that it's "not as easy". Like someone said on the last page "there's a million reasons".
 
I'm not looking at far away textures when trying to kill a two story monster breathing fire at me, sorry

Oh, that explains it then. PS4 games lack AF because devilsadvocat isn't looking at far away textures when trying to kill a two story monster.

Higher resolution, better performance, higher quality ambient occlusion, worse AF, guess which got its own thread?

This is getting ridiculous.

What do you want a thread about, WHY DOES THE INFERIOR HARDWARE RUN GAMES WITH INFERIOR GRAPHICS?

When the superior console can't run something that shouldn't be demanding, then yes, that raises questions.

Should I create a thread complaining that my 680 can't run games as well as the 980 too?

What are you trying to imply here? Stop being defensive, it's a console, not your mother.
 
at this point with so many examples will it be same to assume that this is a hardware limitation?

What? It isn't even near 5% of all of the titles released. We even had a Dev explain that it is a choice to implement. I don't get this narrative of it being a hardware limitation. ICE has already confirmed the ability to do AF 16x. I'm flabbergasted by these assumptions
 
Is it me or did Evolution improve the AF in DC recently?

I played it this morning for a bit and I recalled that the ground textures would become blurrier at a closer distance when the game first came out.
 
What? It isn't even near 5% of all of the titles released. We even had a Dev explain that it is a choice to implement. I don't get this narrative of it being a hardware limitation. ICE has already confirmed the ability to do AF 16x. I'm flabbergasted by these assumptions
your reaction is somewhat exaggerated, i asked a question, if you are to answer it i dont think there's a necessity of reacting this way, this is the very reason the thread was created, to ask and find out what is the problem
 
It is probably implemented different so the PS4 version does not recognize the PS3s method due to the systems being on different architecture.

Sony needs to enable AF in the SDK by default and make it the developers choice to disable it. It looks like MS already does this which is why games on the XB1 have AF while their counterpart on PS4 do not.

I wonder if Sony can force it through the firmware/OS level, similar to how PCs do it.

So PS3, XB1, PC, 360 all recognize AF but the PS4 doesn't... sounds PS4 specific to me. This is exactly why we want answers, why does this happen to some PS4 games but not other systems?
 
pixlexic said:
yeah but its one game being ported to one console. It should have been done unless it is just not easy to do on ps4.
People used literally the exact same arguments last decade when console port A had a few point-filtered surfaces and console port B didn't (and it happened in a few exclusives as well for that matter).
 
But they dont, at least not high values, like 8x.
95% of them have equal AF amount on both consoles, with all other usual things being better in ps4.

This game has:
Better resolution on ps4
Better framerate
Better AO

It's inconcievable to me that they'd consciously implement something so much more power hungry as HBAO instead of something so simple like AF on ground textures at least. It has to be an accidental omission, much like Fafalada suggested.

It is even more inconcievable that something so incredibly simplistic looking as strider or a unfinished Swan has better AF on PS3 than on PS4, while something like Far Cry 4 has good AF on PS4 - if this was some hardware power issue I mean.
 
People used literally the exact same arguments last decade when console port A had a few point-filtered surfaces and console port B didn't (and it happened in a few exclusives as well for that matter).

were those games going from previous gen to the current gen like unfinished swan?

A game which is small ..not graphically demanding and a PS exclusive. There is something obviously not so automatic about AF on ps4 or something buggy with the default implementation.


If this thread some how gets noticed and it gets fixed then it will be totally worth the reactions from the offended crowd.
 
So PS3, XB1, PC, 360 all recognize AF but the PS4 doesn't... sounds PS4 specific to me. This is exactly why we want answers, why does this happen to some PS4 games but not other systems?

Those platforms you listed either have directX support or are 8+ years old. How many 360 or PS3 games had AF after two years on the market? PS4 is a bit different, and its new.
 
What? It isn't even near 5% of all of the titles released. We even had a Dev explain that it is a choice to implement. I don't get this narrative of it being a hardware limitation. ICE has already confirmed the ability to do AF 16x. I'm flabbergasted by these assumptions
PS4 can do AF 16X, everybody knows that. The question is why some games don't have it. Is it because it would affect performance badly in certain engines?, or it just needs some work to apply it and the developers are time constrained and decide to pass on it to release the game on a certain date?
There must be a reason why certain games don't have it on PS4 but they do have it in inferior hardware. There even is a game that has af on PS3 and not in the PS4 version. That is certainly not because of lack of power, but there must be a reason they didn't include it.
 
I really wish the idea that AF has no performance impact would die because it DOES have an effect on performance.
The main ressource used by AF is texture bandwith. AF works by doing many more sampling than trilinear filtering so that's more bandwith and potential cache thrashing for bigger textures.
When a shader samples a texture, there is a latency before the shader can actually use the result. To avoid having the GPU doing nothing while waiting for a texture sample, shader compilers will fill the gap with arithmetic operations from independant code branches if there are any available.
What it means is that if there is no arithmetic operations to be processed in between texture samples, the GPU will have to wait for them. That's what you would call being "texture bound". In these cases, if you add more samples (like AF does), GPU time will increase.

What people have to understand is that this is highly engine/shader dependant. In an engine where most shaders are ALU bound, adding more texture samples won't impact performance at all because there will always be stuff to do during the wait, but in the case where you are texture bound, it will.
Another thing to note is that PC shader compilers are pretty shitty, resulting in much less ALU optimization, so that's also more arithmetic operations to hide latency with.

That being said, there is nothing magic with implementing AF on PS4. It's only a flag to setup on the samplers like on DirectX. So that's only a dev's decision/mistake if it's missing in a game.

The point is that it's not simplier on the xbox. Like I said in my last sentence. A game lacking AF is only due to the developer decision or mistake.

And for those wondering if there is a performance advantage on the XBone due to ESRAM, there should be none. Material textures won't ever fit in ESRAM for your typical game (we are talking of hundreds of MBs of texture here, versus the 32MB of ESRAM).


Please see above. It appears to be more of a dev choice issue than anything else.


PS4 can do AF 16X, everybody knows that. The question is why some games don't have it. Is it because it would affect performance badly in certain engines?, or it just needs some work to apply it and the developers are time constrained and decide to pass on it to release the game on a certain date?
There must be a reason why certain games don't have it on PS4 but they do have it in inferior hardware. There even is a game that has af on PS3 and not in the PS4 version. That is certainly not because of lack of power, but there must be a reason they didn't include it.

your reaction is somewhat exaggerated, i asked a question, if you are to answer it i dont think there's a necessity of reacting this way, this is the very reason the thread was created, to ask and find out what is the problem
 
95% of them have equal AF amount on both consoles, with all other usual things being better in ps4.

This game has:
Better resolution on ps4
Better framerate
Better AO

It's inconcievable to me that they'd consciously implement something so much more power hungry as HBAO instead of something so simple like AF on ground textures at least. It has to be an accidental omission, much like Fafalada suggested.

It is even more inconcievable that something so incredibly simplistic looking as strider or a unfinished Swan has better AF on PS3 than on PS4, while something like Far Cry 4 has good AF on PS4 - if this was some hardware power issue I mean.
On the money, nothing else needs to be said frankly.
 
I thought this was strange since back with Strider comparison. PS3/360/PC/X1 has AF, PS4 is the only one that doesn't have it. I don't think that game is demanding that AF had to be disabled completely.

Eurogamer said:
Oddly enough, the texture filtering issue present on PS4 isn't a problem here: floor textures enjoy additional clarity on both PS3 and 360, suggesting that we're looking at a bug on PlayStation 4.
 
In console games - it's hardly ever the case for PC-centric development - where it's more a case of setting it once globally (or better yet, make the User set it) and forget about it.
I could totally see anything leading on PC end up with console versions that don't touch granular AF meddling or fail to actually test for it (time constraints and all) and potentially end up with fun missteps like the faceoffs in the OP (because a console API may not provide a convenient global forcing of such settings).

After all - this is hardly the first time to see this - PS2 generation had games that would randomly use Point-Sampling on some surfaces for no particular reason - there was no performance benefits for such a thing since N64 - but it kept happening for years into the generation.

One case was ICO that appeared to mix some point sampled textures, but I still think it was a deliberate choice by the environment artist who textured that scene. In some cases, you get a sharp texture without too much surface aliasing when you cannot afford a very high resolution texture while relying on mip-mapping. Stop, maybe I am reading too much into it.
 
It's inconcievable to me that they'd consciously implement something so much more power hungry as HBAO instead of something so simple like AF on ground textures at least. It has to be an accidental omission, much like Fafalada suggested.

It is even more inconcievable that something so incredibly simplistic looking as strider or a unfinished Swan has better AF on PS3 than on PS4, while something like Far Cry 4 has good AF on PS4 - if this was some hardware power issue I mean.
I agree, but all of this does point to the fact that Sony should either offer a very simple API to developers which enables AF globally (especially for small independent games which don't need fine-granular management for performance reason), or, if such an API is already available, communicate its existence better.
 
I agree, but all of this does point to the fact that Sony should either offer a very simple API to developers which enables AF globally (especially for small independent games which don't need fine-granular management for performance reason), or, if such an API is already available, communicate its existence better.

It's never as simple as a global switch for your typical game scenario, even disregarding textures you want to sample with point or bilinear filtering because of various valid reasons, there are cases where you want to disable it for performance.
I'll give an example that happened to me to illustrate: in our hair rendering pipeline on PS3, we had to render hair meshes several times for various passes. The problem with that kind of meshes is that they often have a ton of overdraw because of the number of layers. Tons of overdraw means a lot of texture samples. In this particular case, AF proved to be much too costly for the increase in quality (especially since most hair strands are usually close to parallel to the camera plane where AF isn't as needed) so once we agreed with the artists that the tradeoff was acceptable, we just disabled it explicitely for some of the hair passes and got a significant boost of performance.
What I'm trying to say (like several time already in this thread) is that apart from a mistake made by some artist, there can be instances where due to lacking time to optimize properly, cuts are made where it's the easiest. Now wether a dev should cut AF or another feature is always debatable and the final decision always lies with the dev.
 
Please see above. It appears to be more of a dev choice issue than anything else.
Does that mean that in order to achieve higher res, better hbao, etc on PS4 developers sometimes choose to give up af to make everything else work efficiently?
I know that isn't a valid explanation for unfinished swan, but it may be for the games that are better in PS4 in many aspects compared to xbox one.
 
It's never as simple as a global switch for your typical game scenario, even disregarding textures you want to sample with point or bilinear filtering because of various valid reasons, there are cases where you want to disable it for performance.
I'll give an example that happened to me to illustrate: in our hair rendering pipeline on PS3, we had to render hair meshes several times for various passes. The problem with that kind of meshes is that they often have a ton of overdraw because of the number of layers. Tons of overdraw means a lot of texture samples. In this particular case, AF proved to be much too costly for the increase in quality (especially since most hair strands are usually close to parallel to the camera plane where AF isn't as needed) so once we agreed with the artists that the tradeoff was acceptable, we just disabled it explicitely for some of the hair passes and got a significant boost of performance.
What I'm trying to say (like several time already in this thread) is that apart from a mistake made by some artist, there can be instances where due to lacking time to optimize properly, cuts are made where it's the easiest. Now wether a dev should cut AF or another feature is always debatable and the final decision always lies with the dev.
I really can't imagine that it's too costly for some of these indie games in any realistic scenario. I realize that consoles are different from PCs, but we aren't talking "AAA optimized-to-the-metal" first party titles here, and globally forcing 16xAF in such indie (or even "AA") multiplatform games on PC generally has a negligible performance impact.

If it was about rendering/performance cost, you wouldn't expect to have XB1 (and even PS3!) titles featuring superior filtering.
 
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