are these devs still used to PS3s hw coded AF presets and just copy pasted the most efficient values they had for that to the PS4 side of their software?
in the PS3 the nVidia chip itself was the reason for very angle dependent filtering (no software workaround for that), funnily enough in the same GPU gen ATI/AMD pretty much got rid of "anisotropic" filtering and made it almost isotropic, which has been the standard for years now







