Prophecy2k
Veteran
misuse issue? That's a relatively strong word: "using improperly"?
misuse issue
m isuse issue
m issue issue
"m issue" = Microsoft issue?
Microsoft's fault confirmed!
misuse issue? That's a relatively strong word: "using improperly"?
misuse issue
m isuse issue
m issue issue
Elandyll said:Would confirm my suspicion: Automated tools to convert Direct X filtering routines -> Open GL do not function correctly on some engines, UE3 being the most prominent apaprently, and you have to go back and correct that "manually" (note that I have no clue how hard that can be or if it actually -is- the case. But as already discused above AF can be set on a per texture basis).
These screenshots do not necessarily indicate use of AF. Supersampling (which seems to have been used, judging by the vegetation, and would be a likely feature for a photo mode, anyway) similarly improves blurred textures, just at a much higher cost.in fact i don't know if we can call lazy devs in all cases, if we take driveclub, we cannot say that obviously, but still this game has low AF, and you can see it getting higher in real time during photomode, so if they switch it during process, and not during gameplay, that must be for a performance reason.
http://i.imgur.com/7cHWmPH.jpg
http://i.imgur.com/2mcvQUo.jpg
Well, Unreal Engine 3 isn't my favourite engine ever, that's for sure. It wasn't very console friendly in the previous generation, so I am happy about the fact that UE4 is out. CryEngine 3 and Gamebryo seem to be better refined so there has to be a different reason.Dying Light has being patched with 16xAF apparently (many people thinking so, not just me):
Before patch:
After patch:
That's interesting because it strengthens the theory that it had originally some low level of AF like 2xAF, if we judge the amount of filtering difference versus 16xAF. EDIT: maybe it uses only 8xAF, the filtering near the fence is not perfect on the third image. Not sure if 16xAF could be compatible with this.
Also I read this interesting theory about the hypothetical cause of the problem:
It would fit with Fafalda 'API misuse issue' even if as usual those are wild assumptions and if I still scratch my head at the Open GL stuff. But it could come from automated tools doing some of the engine port ('engine port' being still the pervasive common element in all knownBenjamin Buttonreduced AF cases).
Updated List of known Engines with reduced AF on PS4:
- Unreal Engine 3
- CryEngine 3
- Gamebryo
-Chrome Engine 6
If the reason about those particular games where AF isn't what it should be on the PS4 is what Fafalada says about misuse, we should study the exclusive games of the PS4 then, 'cos there is no reason at all for developers to misuse such a feature in an exclusive game.
edit: also very difficult to tell between 8x and 16x btw. Really difficult. Without direct comparison it's really challenging.Dying Light has being patched with 16xAF apparently (many people thinking so, not just me):
Before patch:
After patch:
That's interesting because it strengthens the theory that it had originally some low level of AF like 2xAF, if we judge the amount of filtering difference versus 16xAF. EDIT: maybe it uses only 8xAF, the filtering near the fence is not perfect on the third image. Not sure if 16xAF could be compatible with this.
Also I read this interesting theory about the hypothetical cause of the problem:
It would fit with Fafalda 'API misuse issue' even if as usual those are wild assumptions and if I still scratch my head at the Open GL stuff. But it could come from automated tools doing some of the engine port ('engine port' being still the pervasive common element in all knownBenjamin Buttonreduced AF cases).
Updated List of known Engines with reduced AF on PS4:
- Unreal Engine 3
- CryEngine 3
- Gamebryo
-Chrome Engine 6
That's a pretty perfect overlay. It's unlikely that this person is standing on the culling edge, move a pixel forward and have the foilage around the trees emerge. LOD if you don't want people to notice would be further in the background.really need to compare with XBO latest version of same location to be 100%, it's possible the one with less foliage is taken slighty further back...
IIRC the person who did that cropped the images to fit, there was someone else who showed the orignal images in their entirety - unless I'm mistaken. Either way it could also be a loading issue so would need more comparisons to be sure (and again comparison with XBO would be nice to complete the picture)
IMO the leaves are the same amount, shadows/time of day makes it appear like it's fuller.Sorry, it's hard for me to check - I think the thread has moved on a bit since the last time I saw those pics, either way we can see AF improved on PS4 the question is - has it changed on XBO too?
edit - why do the trees have more leaves?
Yea, I agree with that. For me, this particular aspect is the most interesting piece of PS4 we've ever been given information on in a long time. Comparing it to Xbox doesn't seem like the right thing to do, the games likely aren't running the same settings, that and Xbox has it's own set of problems that people have finally become comfortable with. People tend to associate performance of the game to be performance of the hardware; which there is some correlation, sure, the game is running on the hardware, but it's rare for any multiplatform game to really saturate and optimize equally for all it's different platforms. I don't think we'll see games really be truly reflective of the performance of the hardware until near the end of the generation.The game is very dynamic, the winds is always blowing garbage and leaves around. From the little gif, it looks like time of day changing the shadows and wind. I think people are trying to drudge up something negative, system wars and all that.