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Far Cry 6 is finally just weeks away from launch, having missed its previous release date of February 18 due to development issues related to COVID-19.
With development of the game now complete, we were able to set up a brief interview with Stephanie Brenham, chief programmer of the Ubisoft 3D team, where we took a look at the main technological features of Far Cry 6, such as launching it. spokes, FSR and more.
Far Cry 6 will be available on Windows PC (Epic Games Store and Ubisoft Store), PlayStation 4, PlayStation 5, Xbox One, Xbox Series S | X, Google Stadia, and Amazon Luna on October 7.
Is Far Cry 6 powered by the engine seen previously in New Dawn? If so, how did you improve it for this new franchise entry?
We have made several improvements. To name a few: we have added GPU removal to reduce the workload on the CPU and make better use of hardware resources; to support lush rainforests, we’ve added a GPU instance to reduce draw overhead for dense biomes; and, to meet our performance goals in cities, we’ve added DCC support to take advantage of the color similarities found in urban settings.
Will the next-gen PC and consoles get any technological advantages over the PS4 and XB1 versions, such as higher NPC count, more detailed physics, etc. ? Are you also considering authorizing the next-gen console
owners to choose between a performance mode and a graphics mode like most games do these days?
There are a few benefits common to next-gen consoles and PCs. This includes better LODs, drawing distances, better ocean simulation, and HD textures. Newer consoles also have 4K 60 FPS. PC has DXR Reflections & Shadows, Fidelity FX (FSR, CAS), Unlocked FPS, Ultra Wide Screen and Adjustable FOV.
Why did you choose hybrid ray-traced reflections?
We chose hybrid ray tracing reflections because they have the best quality-performance balance and
allows us to support DXR even on midrange hardware. This way, more players can enjoy ray tracing in scenarios where SSLR cannot be used due to technological limitations.
Are you using the FidelityFX denoiser or a custom denoiser?
We use a custom denoiser for the hybrid ray tracing approach.
Will ray tracing also be available on PS5 and Xbox Series S | X? If so, how does this compare to the PC version?
Ray tracing is a feature only on PC. On console, our goal has been to take advantage of new hardware capabilities, optimize performance targeting 4K and achieve 60 FPS, for example, while ensuring that new gaming features, like our dynamic weather system, are supported on all platforms.
The PC recommendations you just posted did not take AMD FSR into account. How much performance improvement do you see when FSR is enabled?
FSR is an option we offer our PC gamers, and the performance improvement seen with FSR really depends on the hardware configuration. It’s a feature that can help gamers achieve higher final resolutions with smooth interactive frame rates.
Will Far Cry 6 offer AMD FSR on consoles?
FSR is a feature we developed in partnership with AMD for PC.
After working on next-gen systems, which of their hardware features (ray tracing support, SSD, audio, etc.) have you managed to stand out the most?
Each of these features contributes to a new level of quality that should define a new generation
to live. However, SSDs are probably the most striking difference. Loading in moments rather than minutes is obviously fantastic and it also gives us a different paradigm compared to hard drives in older consoles.
For variable rate shading, are you using level 1 or level 2 support? How much performance improvement can PC gamers expect when turning it on in Far Cry 6?
We were really focused on other new improvements for PC, working hard to take advantage of them.
powerful and unique features that I mentioned earlier.
Beyond ray tracing and variable rate shading, DX12 Ultimate also includes mesh shading and sample return. Which of these features are you most interested in in the future and why?
Mesh shading and sampler comments provide the opportunity to streamline many techniques that we can already do, however, the two features can make the difference in creating a solid and stable gaming functionality – or getting into it. hell of debugging. I’m particularly interested in mesh shaders because they also provide more flexibility for fine-grained tessellation and culling techniques, which previously had to be implemented with very complex compute shader pipelines.
On the PC side, Microsoft has introduced DirectStorage on PC. Do you think this will be a significant improvement for PC gamers, especially with open world titles like Far Cry?
DirectStorage dramatically improves data load times. We anticipate this may make sense
improvements for open-world games, which must load and unload large amounts of data to support a player’s unpredictable movements in a game world.
Thank you for your time.
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