BRB whole new thread to read thanks Shifty!
Edit: Interesting thread but I don't think it covers any new ground.
Are we soul? Are we matter? Are we the result of chance?This is very confusing. Is it a rift in the fabric of space time? Who am I? What day is this? I was reading this thread and then I jumped back in time. Save me.
We're still working on our analysis of the Xbox One version of the Definitive Edition, but just a quick look at the game on the Microsoft console reveals a decent level of anisotropic filtering in place, producing a cleaner, more detailed looking game than its PS4 Counterpart.
UE3 powered games seem to be no AF on PS4 as default! Weird...
No AF really looks like shit and destroys the whole graphics. It is also super noticeable imo, so there must be a real reason devs don't use it on PS4.
ROFL shit. I just searched up what Encyclopedia Brown was hahaha.
That is like hardy boys in North America I think.
Hopefully Mortal Kombat X and Batman AK won't share this low to no AF issue on the Ps4 being that they are using customized versions of UE3 as well as having a lot of DX11 features built into the engine.All Unreal Engine 3 (and CryEngine3) games have reduced AF level on PS4 (because not sure if 0xAF or 2xAF, see previous posts), without exception. If like I strongly suspect the problem really comes from API / engine port problem, then all future UE3 and CE3 games on PS4 will unsurprisingly display the same anomaly.
By the way I learned that the PS4 version of The Unfinished Swan was coded from a "port" of the original Gamebryo engine (used on PS3 so probably a directx 9 level original engine). Unreal Engine 3 being initially a directx 9 engine. A pattern is slowly emerging from the chaos:
"Quick engine port from an originally directx9 engine" = "reduced AF on PS4".
Anecdotally this is a tweet from a Tripwire dev triggered by the GAF PS4 "noAF" threads/posts.