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