Shompola said:
I remember a lot of bitching about Xbox games lacking AF....You would think MS would take that in account.. But no lack of AF is still present. I am very dissapointed.. Lack of AA I could live with, but lack of AF can make an otherwise very good looking game look uneven.
To be fair this is not exactly MS' problem.
The tools are/were there, you just have to turn it on and deal with the cost. Sames true for PS3/X360.
What doesn't seem like a significant cost on a PC can be a dramatic cost on a console. PC's are rarely pushing the envelope graphically and the devs usually just let the users decide. On a console you pick a framerate and you trade things off to make it work.
Devs are making decisions to trade off polygon counts, texture layers, shader complexity, rendering features etc etc etc.
On Xbox we used to selectively set the aniso level based on the shader, for the subset of geometry we actually aniso filtered it cost about 5% of a frame, IMO that was a reasonable tradeoff.
To put that in perspective I've rewritten a rendering engine to save less than that.
It should be noted that it's also something easy to turn off , and if you are having performance issues and don't have time to track down what they are, it's an easy switch to throw to ship your game.
I haven't sat down and benchmarked Xenos in any meaningful way, but from my understanding of it's architecture whether it's a significant cost depends on shader complexity (number of ALU to Tex ops) texture formats in use, LOD bias etc etc. These are the same things that dictate it on PC cards.
The texture cache can clearly thrash as can any cache, but that's unlikely to be an issue on simple regular texture fetches, unless you have a LOT of source textures or your using innefficient source formats. Start using a big noise texture to randomly dereference a large second texture and I've yet to see any texture cache do anything but thrash.
I've never heard anyone complain about the excessive aniso cost on Xenos.