Xmas said:
... I don't want people using it to say "Look, here's the proof that ATIs AF sucks big time!" or such, that's why I havent made it available to the public yet. I only gave it away to a few people to get the results of different cards I don't own.
The problem is, by releasing the screenshots, you have effectively given people the "proof" anyways. If you were to release the source/executable, then at least the community could validate your methodology (or not).
As it stands, all we have are screenshots which appear to make ATI look bad, with no way to validate the process you have followed. It would have been better if you had not released the screenshots in the first place.
I think we have seen that the way you program for a feature can have a profound impact on the performance/quality of the results.
We have seen Derek Smart claim that multi-texturing is broken on the R9000 (or was it R9700? Can't remember...) drivers, with his game engine as the "proof". At the same time, we can clearly see that multi-texturing does work in other games. From DS's perspective, his game is the proof that multi-texturing is broken. From someone else's perspective, other games are proof that multi-texturing works. Clearly, DS's code (while potentially technically correct) isn't getting along with ATI's drivers. This is why programmers have different codepaths for different architectures.
Without calling into question either your intentions or programming skills, it's possible that there may be some "quirky" code in your app which is causing the ATI drivers to "hiccup" leading to worse results than expected. By withholding the source/executable, there is no way to "prove" (a better word would be "demonstrate") anything.
BTW, I think it's a good idea, except that I think your app needs to be released.