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.