I would like to focus on the
assumption that some (rare) PS4 games lack Anisotropic fitlering (AF) compared to all others console versions (XB1, X360 and PS3)
because of an API, library or SDK bug/problem.
Then what problem or bug could cause lack of AF on some PS4 games?
Performance argument:
The performance argument ("Devs remove AF on PS4 versions compared to XB1, PS3 and X360 versions because PS4 is too weak"), even if totally legitimate in itself, is unfortunately unprovable until we have real developers testimonies and can only lead to heated and unfruitful debates.
The following games had decent level of AF enabled on all versions except PS4:
Strider (PS4, PS3, XB1, X360):
The unfinished Swan (PS4, PS3):
Others game have this problem on PS4 like: Thief (using Unreal Engine 3, UE3), Dyinglight (using Chrome Engine 6, CE6) or recently Evolve (CryEngine 3, CE3).
Finding analogies and clues:
Now In order to resolve the mystery, still assuming it's caused by some kind of bug or API problem, we need more data about the games in question. A good start would be to find analogies between the games with no (or little) AF.
@iroboto pertinently noticed that one of the games could have in fact a small amount of Anisotropic Filtering (like 2x) and not 0x like previously assumed by many.
So now we have an interesting and new starting point that we need to follow! We have to compare PC games with AF 2x (and others level) enabled versus PS4 versions and see if those games on PS4 have the same level of AF (which could be then an important fact).
From memory the games that seemingly until now lacked AF and are available on PC are Thief, Evolve and Dying light. So do you own those games? If yes, can you take screenshots of them (in identical scenes as seen in the screenshots available in each Digital Foundry articles), with different level of Anisotropic fitlering enabled and post them in this thread?
Things we know:
We know PS4 SDK has 2 APIs: GNM and GNMX.
We know the big AAA publishers (Ubisoft, EA, Activision and Sony first party teams) that have their own engines produce games with perfectly identical (and decent) levels of AF on PS4 compared to all others console versions.
The (crazy) theory of direct3D feature level 9.1 AF 2x restriction:
That's most probably unrelated to our problem but still an interesting coincidence, particularly if the aforementioned PS4 games have in fact AF 2x enabled. We know many engines are first coded in directX then ported on PS4, some hiccup (I don't know how) could happen in the translation (like with some wrappers) between directX and notably GNMX.
https://msdn.microsoft.com/en-us/library/dn642451.aspx
In Direct3D, feature level 9.1 specifies a maximum anisotropy of 2x. Because the Anisotropic Texture Filtering variant attempts to use 16x anisotropy exclusively, playback fails when frame analysis is run on a feature-level 9.1 device. Contemporary devices that are affected by this limitation include the ARM-based Surface RT and Surface 2 Windows tablets. Older GPUs that might still be found in some computers can also be affected, but they're widely considered to be obsolete and are increasingly uncommon.
In conclusion:
Any ideas and theories that could help us resolve into this investigation are welcome! But please remember that this thread is
only about the theory that it could be an API, engine port or SDK problem.