Another suggestion is a simple, and unfortunately quite common, Bug. Evolve is riddled with shadow bugs, especially on the Xbox One as you can read on the forums.
A Patch is on it´s way to fix those on Xbox! So if the Xbox has shadow problems that others do not, other may also have bugs Xbox has not.
I don't disagree. When they release notes about it being a bug that requires fixing I'm on board. As of this moment they haven't, so this is my stance in the mean time.
Unfinished Swan is made by Sony Santa Monica, and unlike Driveclub it has no reasons not to support 16xAF on the PS4 since it supports it on the PS3.
Like I stated earlier, AF is enabled in that image. It is just not 16x.
Studios can head up more than 1 project at a time as well. See Child of Light for Ubisoft.
Developers may not all be able to operate at a low level API. There are not many developers that can operate at that level. GNM allows deep low level full control over the hardware, some would say still lower than what DX12 can offer. GNMX acts as a higher level language like DX11. IF GNMX is no good and that's being used a lot, it's easy to point the finger in that direction.
I keep writing that Cerny has indicated there is no hardware issue or SDK issue restricting AF. So he is lying here? If you think so, please outright say it.
Good theories don't only use cherry picked data, they have to work for all the evidence. When you cherry pick to support a theory based on bias, then you are acting like global warming deniers or creationist.
The AF data is all over the place. The data cannot simply support a performance trade off. There is too much data from games that have no such trade off to make. The swan game is likely internally rendering over 100fps. I'm guessing Strider also has a huge headroom. A theory has to support this evidence or it is a bad theory.
You have empirical data suggesting it is?
I find this quote highly offensive for 2 reasons, (a) I am an environmentalist with extremely low CO2 footprint (b) I believe in both science and evolution. You might find my definition of performance mildly offensive. Do you agree that in a face-off between a novice tennis player with the best racquet in the world would lose against a pro tennis player with the worst racquet in the world? Of course you would, this is obvious. It is a tool. PS4 is a tool, like the PS3 is, like everything before it. Developers require skill in leveraging that tool, and if they cannot make performance happen downgrades happen to ship a title. Developers are very much apart of the definition of performance. If you do not agree with this definition of performance, that's unfortunate, but that is what performance is.
Developers have been developing for a long time, and one thing I know that has not changed since the evolution of console hardware is performance tuning. Generation to generation developers tune their game for performance, that means removing things, that means optimization. I have every single console game in existence as my proof of this, that is a lot of data to work with. This is also my argument, developers have been providing performance tuning for console generations, if the developers had the room to work with a higher precision of AF in the time frame they were working with, I assure you it would be, there are also some things that are impossible to achieve on weaker hardware, but I'm not indicating that is the case with AF.
Your data set unfortunately is only inclusive of the PS4 titles released since October of 2013. Correlating PC games to the performance of a PS4 is folly, and it is also a straw man. PCs do not have the unified memory architecture of PS4, and thus your data set becomes only PS4 titles. Of the PS4 titles released we see that there are AF support in all ranges, from None (Strider) to max 16x AF (TLOU R) for instance. This tells me that AF works in their SDK.
This isn't a biased point of view, that is just the way games have been made for a long time. You disagree with statement however and call me biased because I'm pro Xbox. No problem. Let me present the argument in a different light. The argument used to position PS4 superior to Xbox One is that they use exactly the same hardware, both CPU cores and the based on the same GPU architecture but the PS4 has more of it. The memory architecture is different however, esram + DDR is nothing more than a big kinect mistake and a budgetary savings. GDDR5 is the real deal. Therefore by these simplistic generic arguments PS4 will forever be the superior device. It should be easier to code for as well. Yet developers are able to code AF for X1 and not PS4? That developers are unable to implement AF in this seemingly easier to code hardware? This is folly. They are the same hardware are they not, X1 is harder to code for, or is it not? You need to make a choice. I'm sure you'll agree that they are the same piece of hardware. From a resource and asset perspective they should be the same, you won't need new textures going from PS4 to X1. But PS3 to PS4 may not be the case however. Let me continue.
Xbox One games have been compromised for a long time, yet no one has made any rage about the lack of AF in Xbox One games. In lead games like AC Unity, PS4 has better AF, i'm sure there are other instances as well. Yet no one will say anything about including just more AF on X1, yet when the lead powerhouse console cannot afford more AF (when X1 has higher AF), it's a bug, it's a SDK issue. AF is free.
The irony that with the exactly the same hardware as a weaker competitor, the X1 is capable of higher precision AF in a handful of titles over PS4. It's easy to combat such a statement; PS4 is running higher resolution in all those instances, it's running more AO, better AA, better this or that. We've never seen a game to _date_ that X1 has run exactly the same settings as PS4 but higher. And I'd agree. X1 hasn't. But in situations where AF is cut, X1 is running a lower resolution, lower this lower that, it made cuts too. Cutting large things allowed AF back into the mix. But for some reason when it comes to AF missing on the PS4 the thought process is that PS4 magically has more headroom to support it. Wouldn't you call that bias?
Mainly because you believe AF is free, its not, but also because a truth you don't want to hear; the PS4 is not as powerful as you believe it to be. PS4 like any other piece of hardware will undergo performance tuning. AF is out if they think it looks better. If AF stays in, something else will go.