An overview based on that list and DF observations:
Dying Light is running at a higher resolution (1080p vs 1540v1080) with better texture streaming and frame-rate (I've also heard it becomes a slide-show at stages on XBO) and more tearing, with XBO it looks like they dropped the resolution to hit a reasonable framerate.
So why wasn't AF dropped from XBO to boost performance would be a question worth asking IMHO.
With Saints Row both versions are 1080p PS4 version performs notably better.
So why wasn't AF added to PS4 version - would it have been worse than the XBO version - so much so that it's be unplayable - it doesn't sound like it.
With Thief PS4 is running at a higher resolution (1080p v 900p) PS4 also has AO, XBO has a worse performance.
So why not drop AF on XBO it was also noted performance wasn't great on PS4, so why add AO?
Murdered Soul Suspect is an interesting one. Both at 1080p it seems the PS4 version had plenty of headroom running at an unlocked 60fps with no AF, they had AF and locked the game to 30FPs on XBO.
It seems odd that as PS4 suffered due to the unlocked nature of the game that they didn't opt to lock it at 30fps like the XBO and add AF - parity and all that!?
Strider - 1080p, 60fps locked on both - no AF on PS4 but why, there seems little reason to think this has been done for performance issues.
I believe AO is far more compute intensive and less bandwidth intensive. Especially the better AO alogorithms And PS4 has compute to spare.
Regards,
SB
But not 0. There is definitely AF in that game, somewhat selective as well.The Order 1886 is another game that DF mentions has insufficient texture filtering.
But not 0. There is definitely AF in that game, somewhat selective as well.
Interestingly this is a game that runs at 60fps for the most part too and is more demanding that some of the games that missed AF on the PS4The PS4 version of Scholar of the First Sin pushes texture filtering to the extreme too, taking the anisotropic method used on PC's highest setting
If this hasn't been mentioned yet but UC4 demo has pretty good AF I thought. Looks like at least 8x from the compressed video capture. ND are beyond god tier after all?
It would be a bit hard to get that long distance plane shot in this demo since the foliage is just too dense which covers most of the flat ground. But I'm pretty happy seeing the result here already, so my gut feeling tells me it could be software issue.It is really hard to tell AF without the right type of picture. It really depends on plane you're looking at. In this case, AF could be anywhere between 4x-16x because we can't see further out.
edit: one more thing that makes it hard to determine AF, and I ran into this issue trying to help Global figure out AF for thief, once tesselation is involved, it becomes extremely hard to tell.
http://www.eurogamer.net/articles/digitalfoundry-2015-resident-evil-revelations-2-face-off
FPS Smooth as silk on the Xbox but awful on the PS4, I think the current gen of game engines is just not good enough or heavily favors one architecture then the other, I think we are reading too much into it with regards to power of the consoles.
If anything it shows a clear difference in archeticture.