Mintmaster
Veteran
Bandwidth is not the issue, and has never been the issue. Especially on Xenos.Titanio said:Well, if you can give us a better potential explanation as to why it's just not being used in many games, do tell us?
I'm surprised myself because the theoretical bandwidth requirement I've seen quoted isn't THAT high. Which is why I'm wondering if things are so tight in terms of bw that even a small amount extra would be the straw that broke the camel's back in many of these cases. The cost could be small, yet still too much, if BW was sufficiently scarce.
I already gave an explanation. It costs clock cycles. If a triangle sufficiently tilted with respect to the camera (e.g. a road, far away), Xenos can only render these single-textured pixels at a rate of 500 MPix/sec. Add more textures, include overdraw, etc. and it can be a problem. Still, AF should be entirely usable by developers, and enabling AF on the base texture in should be negligible at 720p.
My guess is it's just not a priority for console developers. Enabling it globally usually isn't a good idea. In Test Drive, for example, enabling it only for the base texture in the road for the final rendering of the scene (and not during cube-map rendering or post processing) should make a big difference with little performance impact.
BTW, this is one area that RSX should have a theoretical advantage over Xenos because its texturing rate is 65% higher, but that depends on a number of factors (and there is data out there to suggest that this may not be the case).