Are you seriously stipulating that, say, Strider, is using AF on XB1 and not on PS4 because of performance constraints? Come on.Because the fact that AF has no performance impact is a misconception?
But can it really happen this often by chance? Even if it's just some API difference which is insufficiently documented then I'd still call that an issue -- since the result is clearly an issue.It doesn't.
Different ports, by different teams, at different resolution, choosing to cut corners at different places, an artist mistakenly switching AF off on a given texture...
There are plenty of reasons that can explains what's seen here. None of them have anything to do with an hypothetical hardware or software issue.