For me this AF deficiency is a symptom of the fact that many devs don't care anymore about the final image quality in their games.
They think about numbers of shaders, number of stuff displayed, % of GPU used at any time without thinking about the real final result with its objective final quality.
They completely ignore that most players own LCD screens (not Plasma TV!) that already create good amount of motion blur + upscale/downscale by default on the image.
Those developers completely ignore basics and important stuff like textures resolution (or perceived resolution of textures, if you use high resolution textures but blur-stroy those textures with several post-effects...) and instead prefer focusing on others "modern" metrics like number of shaders/polygons/post effects/% of GPU used.
They think about numbers of shaders, number of stuff displayed, % of GPU used at any time without thinking about the real final result with its objective final quality.
They completely ignore that most players own LCD screens (not Plasma TV!) that already create good amount of motion blur + upscale/downscale by default on the image.
Those developers completely ignore basics and important stuff like textures resolution (or perceived resolution of textures, if you use high resolution textures but blur-stroy those textures with several post-effects...) and instead prefer focusing on others "modern" metrics like number of shaders/polygons/post effects/% of GPU used.