12/11/2022 0 Comments Far cry 4 pcMSAA (in 2x, 4x, and 8x variants) and SMAA are provided in Far Cry 4, while owners of Nvidia cards also get the addition of TXAA. We usually see the PC version automatically trump the consoles when it comes to image quality via the ability to choose whatever resolution and anti-aliasing solution best suit your hardware and performance expectations, but in this case things aren't quite so straightforward. :: The 20 best PSVR games you really have to play However, in its current implementation, HRAA isn't a perfect silver bullet to the age-old aliasing problem: the effect still breaks down on both consoles when dealing with very thin power lines, while hair shaders also aren't covered, leading to the fluffy coats on wolves and other animals displaying a distinctive moire-like shimmer across their surface. Due to using more samples on PS4, coverage is generally a little more refined on Sony's console. Trees appear suitably smooth in both PS4 and Xbox One versions of Far Cry 4, while shimmering caused by fine geometry is mostly taken care of without impacting on texture clarity to a noticeable degree. In terms of general image quality, HRAA deals with troublesome elements - such as foliage and sub-pixel detail - extremely well. PlayStation 4 looks even cleaner, mostly because it appears to have access to more temporal data than Xbox One version of the algorithm and doesn't need to upscale at all. HRAA works nicely not just for anti-aliasing, then, but also in reconstituting something approaching the quality of a full 1080p framebuffer when it is working at its best. On top of that, for every four horizontal pixels rendered, it draws upon three source pixels, an additional three from the previous frame plus accumulated data from previous frames. ![]() For Xbox One, the choice of resolution means that scaling artefacts are only apparent on one axis. What HRAA brings to the table is worthy of a Digital Foundry feature in its own right, but let's look at the basics. The end result is that HRAA tackles jaggies across various elements of the scene poorly covered by traditional post-process AA algorithms and multi-sampling (MSAA), and in combination with a good upscaling filter, helps to mitigate the usual artefacts of sub-native rendering. The effect is used in both console versions of Far Cry 4, and is a comprehensive solution that blends various elements from different anti-aliasing techniques together, using both post-process and temporal sampling. Halo 2 Anniversary shows how well a horizontal upscale can work in providing reasonably crisp image quality, but with Far Cry 4 there's a lot more going on behind the scenes, via the use of an impressive new anti-aliasing technique known as HRAA. In comparison we see a native 1080p image deployed on the PS4 that appears suitably sharp, and indeed clearer than the Xbox One game, but the Microsoft console is punching enough above its weight with a presentation that - by and large - defies its sub-native pixel-count. ![]() Pixel counting - not very easy here, for reasons we'll go into later - reveals a 1440x1080p framebuffer horizontally scaled up to full-HD resolution (1920x1080), although artefacts from the resizing process appear subdued compared to most sub-1080p games. On close inspections, detail looks a little softer and less refined, but otherwise it holds up very well during gameplay. Image quality is very clean and the overall presentation compares favourably to the PS4 game. It's an impressive start for Far Cry 4 on consoles - but how well does the Xbox One version hold up in comparison, and what kind of graphical leap forward are we getting on PC, where the series has always been at the cutting edge?įirst impressions of Far Cry 4 on Xbox One are positive. However, our recent in-depth hands-on with the PS4 version of the sequel paints a very different picture: free from the limitations of old technology, the Dunia engine is allowed to shine, delivering a level of graphical polish only seen in high-end PC releases, along with a near-solid 30fps update in native 1080p. ![]() ![]() Far Cry 3 received acclaim on the last-gen platforms, but it was clear that the Dunia engine powering the game was simply too much for the ageing 360 and PS3 to handle, with intrusive tearing and sub-par frame-rates seriously impacting the experience.
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