Inane_Dork said:1) Using AF over bilinear texture filtering would actually lower fillrate demands because the pixel shaders would take longer and Xenos has dedicated fill bandwidth.
2) The texture cache on Xenos is smaller than on other GPUs, at least that's what that one quirky Japanese engine/game demo concluded. If true, developers would stick with trilinear filtering over AF because they're used to putting everything into one shader instead of multipassing.
3) It is possible for Xenos to be fillrate bound, but it's not too likely AFAIK. If you dedicate every shader to pixel shading, your pixel shaders have to take less than 6 cycles to bottleneck at fillrate. Not many pixel shaders are that small anymore and most draw commands require some shaders for use on vertices. Also, I'm not sure you'd be better off with a more conventional GPU because the ROPs would probably not be 100% utilized for the small shaders we're talking about. This is especially the case with more involved rendering like alpha blending.
Ok, but still why ain't there any AF and unly bilinear filters with visible bandings?