What's the situation with anisotropic filtering for the 360.

ralexand

Regular
I'm sure this has been discussed but a search didn't yield a direct result. If there is one then please point me to the thread. The question is why are alot launch games missing AF. Is it related to the AA tile rendering issue or did ati have to sacrifice AF performance with the new architecture?
 
It's developers decision to use AF or not. I don't think there is any praticular reason not to use it from a hardware point of view .
 
tEd said:
It's developers decision to use AF or not. I don't think there is any praticular reason not to use it from a hardware point of view .
I don't see why someone wouldn't use it unless its a performance issue.
 
So far the only games I've seen that use it are Quake 4 and I think Condemned. It's unfortunate because some games like Kameo and CoD2 could really use it.
 
Branduil said:
So far the only games I've seen that use it are Quake 4 and I think Condemned. It's unfortunate because some games like Kameo and CoD2 could really use it.

Dont both of those games use a made for PC engine? Quake 4 of course using the Doom 3 engine and Condemned using the FEAR engine? I may be wrong on that last one.

Interesting though, I'm guessing this is another fall back of being "rushed". There's no reason at all they shouldnt be there if being rushed is not the case.
 
ralexand said:
I'm sure this has been discussed but a search didn't yield a direct result. If there is one then please point me to the thread. The question is why are alot launch games missing AF. Is it related to the AA tile rendering issue or did ati have to sacrifice AF performance with the new architecture?

ms probably asked them to cut a few corners...
 
Must be a performance issue, as AF is something you just turn ON to get, but what I don't understand HOW can it be a performance issue? The X360 GPU does not seem lacking in performance in that regard, or am I missing something here?
 
ralexand said:
I'm sure this has been discussed but a search didn't yield a direct result. If there is one then please point me to the thread. The question is why are alot launch games missing AF. Is it related to the AA tile rendering issue or did ati have to sacrifice AF performance with the new architecture?
You are too used to the lazy PC world whereby, via the aid of a driver override, you blanket switch on AF across the board, for all textures - this is a very innefficently way of doing things. Developers should be the ones to selectively utilise AF for the types of surfaces/textures that are likely to require it most, but of course that means more work for the developer - due to the limited AF capabilities on previous consoles and the ease for the PC market (said driver override) many aren't doing it (I've only actually heard of Doom 3 so far to use 8x AF on certain surfaces as the defauly for one of the rendering modes; I'm sure there will be others). Now that the hardware is more "grown up" in this respect it should be something that becomes more common place in time.
 
Dave Baumann said:
You are too used to the lazy PC world whereby, via the aid of a driver override, you blanket switch on AF across the board, for all textures - this is a very innefficently way of doing things. Developers should be the ones to selectively utilise AF for the types of surfaces/textures that are likely to require it most, but of course that means more work for the developer - due to the limited AF capabilities on previous consoles and the ease for the PC market (said driver override) many aren't doing it (I've only actually heard of Doom 3 so far to use 8x AF on certain surfaces as the defauly for one of the rendering modes; I'm sure there will be others). Now that the hardware is more "grown up" in this respect it should be something that becomes more common place in time.
Thanks, DB.
 
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