but its entirely possible these effects are only showing up in screenshots, and not in actual gameplay.
It may explain the discrepancy over why the owners of these cards are saying they cant see it, while you have screenshots that (arguably) show otherwise.
A couple did notice it. It usually should be more noticeable in motion, rather than in a screenshot. But when we are playing dark games or detailed games with lots of objects and clutter like Bioshock with small rooms and lots of shadows, most of us will not even notice the line as an annoying thing.
I saw the line when driving on a flat planet on mass effect!
The image is apparently showing ATI's new AF algorithm. @ Mussels, it does not matter if it's post-processing, or not, I think. The issue at hand here is that ATI thinks that those excessive trilinear optimizations are fine to use along with perfectly circular AF. It's so bad that it actually looks like bilinear with good AF.
True trilinear filtering doubles the number of samples required to process the filtering versus bilinear. However, it is not as anywhere bad as the ridiculous 24x CFAA mode that only brings slight IQ improvement over 8x MSAA, at a severe performance penalty. I can understand how ATI would want to compensate for the new perfectly circular AF method, which is more demanding, but ATI should at least give us an option for full trilinear. I find it surprising how well ATI has gotten away with it so far, even with this image above that clearly shows the heavy optimization in use.
To further counter Mussel's argument, the basic D3DAFTester program shows the same problem as in the above image, as seen below.