Digital Foundry || Far Cry 6 - The Digital Foundry Tech Review - PS5, Xbox Series X|S, PC, Ray Tracing - The Lot!

Join Alex Battaglia for the Far Cry 6 tech review! We take a look at the latest iteration of the Dunia Engine with its various strengths and weaknesses, compare PS5, Series X and Series S versions of the game then dive deeply into PC. You'll get optimised settings, quality comparisons with consoles, performance analysis plus everything you need to know about the ray tracing implementation.
  • skies have volumetric clouds and atmospheric scattering
  • though the clouds are low res volumes
  • new water waves and deformation physics
  • fire propagation is back
  • RT on PC only, shadows and reflections
  • RT shadows are just sun shadows
  • veggie and alpha masks are shadow maps with screen space shadows
  • RT shadows are quarter res, so there's a lot of aliasing
  • no temporal filtering for rt shadows
  • RT AO would have been better usage
  • RT reflections on artificial materials and puddles
  • particles are reflected
  • large water are screen space
  • transparent objects have no reflections
  • lower resolution of RT reflections, no higher resolution available
  • particle effects, lens flares, motion blur, screen space shadows are quarter res on all systems
  • consoles are 4K/60 with dynamic res
  • seeming no reconstruction
  • PS5 is 1728p - 1872p
  • XSX is 1872p - 2160p
  • XSS is 1080p - 1224p
  • console setting!
    • high volume fog
    • high shadows, misalligned because of such
    • high or medium water quality
    • high texture filtering
    • between medium and high for geo and veggies
    • veggies is higher on PS5 at distance
  • PC performance settings
    • high environmental detail
    • high shadows
    • high AF
    • high volume fog
    • high water
    • high terrain
    • high geo and veggies
    • DSR 60
    • no road quality settings anymore
    • DRS does not work right on certain cards
    • 2060S can have 17% higher performance
  • fast loading everywhere
  • consoles have camera stuttering (like deathloop did)
  • not on PC
  • all systems hit 60fps quite well
  • traveling by car can cause stuttering and tearing
  • this was a thing with Far Cry 5, might be worse in Far Cry 6
  • one thread does a lot of work here on PC
  • RT hit
    • +3.4ms on 60800Xt at 4K
    • +2.5ms on 3080 at 4k
    • 9.5% better on 3080, near 60fps
  • the "11GB of VRAM need for high res textures" doesn't cause a problem
  • textures just don't load in, might be an issue with vram allocation
  • lower your output res for high res textures
  • some cutscenes are 30fps and others are 60fps, causes animation errors
 

9-Volt

Tektite
Pronouns
he/him
Dang, thread got me excited for a second, thought Far Cry 6 is coming to Switch natively.

I wonder if we'll see more Ubisoft support on Switch other than Mario or Just Dance. They seem to be done bringing more M rated stuff to the system.
 
Top Bottom