EDIT2: Way to be disingenuous...
The subtitle to the pic above is:
Changing lighting and environmental conditions results in variable light and shadow positions across all three platforms.
easy easyOr maybe you could simply watch the videos and other screenshots? What I posted is a Screencap from DF's video winch contains several other scenes where the PS4 has simply ZERO environmental shadows casted from the main light source. All platforms have exactly the same TOD in all the scene I've seen contrary to what the DF caption says. The specular highlights are identical etch..
I would guess this is a bug... not even the fence to the left is casting a shadow on PS4 (as the tree behind the player might be culled for performance reasons).
EDIT: Does this game have time of day?
EDIT2: Way to be disingenuous...
The subtitle to the pic above is:
Changing lighting and environmental conditions results in variable light and shadow positions across all three platforms.
I'm not sure if shadows are a trend, but AF appears to be. We are over 1 year post launch now, all excuses really need to be cast aside here.But this is very weird: the PS4 has much higher resolution, why don't they go to lower res to enable AF and shadows...as they did with X1?
There must be more to it!
Is that real? what the heck... this is starting to be really weird. haha. I wish someone would just break the NDA for the SDK and outright tell us.Behold the power of the balanced PS3!
Don't be afraid of the un-bottlenecked RSX!
Be humbled by the PC-ish architecture of the contention free and low latency GDDR3 ram!
Beware of the gigabytes of textures displayed by The Unfinished Swan...only the PS3 could apply Anisotropic Filtering on them without performance penalty!
They've been developing games on said SDK well before launch and has had weekly 'stability' patches since launch. We're over 1.25 years post launch now of constant AF bitching and it's _still_ an AF bug? A bug, that has seemingly gone unnoticed all this time? Really, I have a hard time believing that.There has to be some kind of SDK bug.
Cort Stratton, a senior programmer on Sony’s ICE Team has revealed a few interesting tid-bits about the PlayStation 4’s graphics capabilities. First of all he revealed that the PlayStation 4 has no issues in supporting 16 X Anisotropic Filtering, a method by which in game textures look great even when viewed at an angle. But certain games like Thief use the less impressive Trilinear filtering which led some users to raises questions whether the PS4’s GPU is capable of supporting 16 X AF.
Cort stated that there are no hardware issues restricting 16 X AF that he is aware of. “No hardware/SDK issues that I’m aware of. Sounds like a question for the developer.”