TH has one or two bugs, can we all agree on that? Presumably there were one or two more bugs over the past few months before release. I don't imagine the AF filtering bug(?) was exactly top of their lists of priorities.
Yes. Definitely. With TH, any game that is facing crunch time tends to just scramble to get the game completed and in working order.
It definitely is true that AF filtering can have a negative impact on performance. Without a doubt. Maybe some games really have deactivated it to increase bandwidth elsewhere.
There should always be a performance drop with AF, whether it's enough to affect the frame rate to drop below the 'locked' number is something else.
At the same time there are games that definitely are not bandwidth starved and have no AF on PS4. Isn't that weird? Almost suggests there's a wider problem, no?
Yes I agree here. I hope this sentence is not glossed over, thinking I've got some agenda to prove PS4 isn't as powerful as everyone makes it out to be. Sure it looks that way, but that certainly is not the point I'm trying to make.
Any and all developers will agree that we spend almost all our of development time in 'debug' mode. Every time we need to check our code we run it in debug. If we were level editors writing scripts of levels and checking for parts of the level where I could clip to death, I'd run it in debug. I'd be the same person who is also making the level and applying the textures and walking around the level, they are running the game in debug.
It is a very labour intensive process - so if I'm building a level and applying textures to it, I expect the game to look a certain way. I see it in debug mode for xbox and PC. I test it for PS4. I should know right away if there are differences between the platforms because I'm specifically looking to test certain things. I should see an AF problem if my job is to turn on and off AF for specific textures. If everything looks the same to me then its clear from a debug perspective everything is working.
After debug is perfect on the SDK units and on PC we move to release and we test it again. If all of a sudden AF isn't working on PS4 then we can conclude it was the engine, because it was working in debug mode. If it were the SDK I don't think it ever should have worked in debug then either. And if it didn't work in debug that should have been identified and address way early in development.
Do you know what I'm trying to get at here? Game development is a huge process with a ton of opportunities to perform quality checks. If developers couldn't resolve AF and identify it there are a lot more challenging problems in game programming that would never come to fruition. I believe in process. There are many employees working on this product over 8 hours a day for 2+ years!!!
8 months ago this was made a public outcry, 6 months ago Sony double down on documentation. Sony has had time to address any SDK issues that might exist. That's not counting the number of months developers had to bring it up with them before release. Hell this being an SDK issue it should have been identified as far back as when Killzone was in development. And today we still have games some games with no AF. Counting one on an engine that previously had AF (AC:U) and with its latest product no AF (R6:Siege)
Unreal Engine suspect? Sure. Lets look more into that and the good work Globalisateur has done much earlier.