I'll address you all at once. To begin
Performance is a generic statement, I'm not specifically targeting the hardware or the API, or the SDK, or even how the game is coded or what not. The available budget is a mixture of varying features all fighting for available resources until an eventual bottleneck is reached.
My stance is not unreasonable: in situations in which you cannot reach your frame budget, you must reduce the features. This is not something unremarkable in any way. We have been doing this with PC since the beginning of time, removing features that otherwise impact our framerate. In the console world we are not privy to such customization, so the developers put together what they feel is the best settings for the player. They may even go as far as performance tuning _per LEVEL_. This is what I'm suggesting.
Your arguments are the following:
a) The developers don't know how to enable AF. Yet we can see clear as day that AF is ON, it's just not 16x AF.
b) It is an SDK problem because look, Xbox and PC and PS3 can all do it, so PS4 should be able to as well. This is logical, except even in the Stryder scenario that players continually post as indication of a SDK bug, even Xbox does not have as high of a precision in AF than PC. Suggesting they could have gone even higher, and yet it didn't. This is clearly once again not an issue with the SDK. As such, and we have posted many times earlier - Cerny has written that there is no hardware or SDK bug that exists in regards to AF. I do not know how else that statement can be clear. AF is found in other games where it can match and exceed Xbox but not necessarily climb as high as PC. This means AF is working. AF is just not being scaled as high as 16x.
c) Developers don't know that they aren't shipping with AF - all AAA (and indies
edit) games have publishers that go through certification every single time you submit your game for submission. I would know this, I have been denied for missing out on a Copyright symbol on Sony Entertainment and missing accents for the French version of the game I had to release. I am given an extensive excel document every time I submit the game for certification about every bug that Sony finds and suggestions on where my performance _SUCKS.
So it is not possible that both DEVELOPER and (publisher before sony) and SONY miss out the fact that AF is NOT on? There are patches weekly for games, why have none of these no AF games not been patched yet?
Now lets get to shadows as a performance feature.
What? I never said it does. I'm stating the PC suffers from a similar problem so, to me, the performamce argument doesnt work well. Take them out, in some instances, whilst leaving everything there for an Xbox. That makes no sense.
Xbox doesn't perform as well as PS4 in this game, it should be noted. And we can see in some levels where their shadow quality is the same and in some areas they are not. This could suggest that the developers are tuning the levels to run at their best for each console for each map. Lets assume you are right that shadows are a bug, they should be there, but in many screen shots I have posted they are not, no self shadowing, no environmental shadows, if it's a bug, then it's running very well over 30fps with that bug enabled. With it enabled a whole level of environmental shadows and self shadowing, you could very well see a large drop in performance. And the concept of time of day is disproven over and over again in those screen shots. The one with the man with the ship hovering overhead suggests that the light is behind the man, which is why the man is dark. So how is it that only the PS4 version has highlights on shadowed areas? on the ship? Why is the dock a bright orange? We can see the geometry on the cliff on that picture xbox and PS4 are the same, yet on PC it's a much higher geometry. What about the shimmering in the water on the PC edition not found on either console? Are these bugs? If so, are they not saving performance for not rendering them?
I see absolutely NO shadows on this screenshot. The patterns all over the ground must be something that does not resemble the shadows on the below screenshot.
Admit it, PS4 can't handle shadows, it's missing shadow maps, and if it tried it would bomb the framerate. Must be a hardware deficiency (like insufficient bandwidth), and the devs are idiots to even try to target 1080p on the PS4 as it obviously can't handle it with all the effects.
The sarcasm is heavy handed here, I added that screen shot because PS4 is not missing shadows in this case, but draw distance and foliage is missing compared to Xbox one; both consoles are missing even more with respect to the PC version. Is this reasonable that on this particular level devs felt the need to enable shadows but remove other items? I don't think this is unreasonable but I do see trades happening here.
+1 if shadow are missing on PC version it is not a performance problem.
PC missing shadows might just be a result of over tuning for Xbox. I'm not going to try to explain this one, TurtleRock studios can resolve this one rather easily.
Strider has absolutly no AF in PS4. And clearly in that game no console is bottlenecked!
Or do you really believe this game was so heavy that had to do tradeoffs
As I stated earlier Xbox is not running a better AF than PC, nor is it running a higher anti-aliasing solution. So your point is not as strong. Xbox is maxed in this scenario when attempting to reach 60 fps for Stryder. Why it's maxed you are welcome to split onto another topic to discuss, but as the game is developed and running it is maxed. It's clearly no Order1886. But not every game has talents like MJP and Sebbbi running the show. There are only so many few super talented coders out there, studios need programmers, so you get what you can and you complete the game. If I'm hired at a AAA studio would not half the board be laughing? But the possibility exists. I am comfortable with the idea that it's maxed. A higher AA would drop frames below their desired target.
But this was so light that had not:
Once again, we don't know what caused the issue. WRT Order1886 having perfect AF, I would not put unreleased products as your definition of _it can do it_. We have been burned way too many times this year on unreleased products. DriveClub as great as it looked released footage with absolutely perfect AA, but upon release came out shimmery. Forza 5 had it's downgrades, Watch Dogs had it's downgrades, the list goes on. Drive club has a lower precision AF while playing the game that is clearly upped in photo mode. So screenshots are not matching what we see in game either. Performance and quality of AF in drive clubs case is directly correlated. It's not like they magically forgot to turn it up to 16x when the game is running but left it at 16x for replay/screenshot mode.
The only logical situation to account for all cases seems to be some kind of bug on the SDK or maybe the Wrapper.
For GNMX maybe. Not for GNM.