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Digital Foundry: Hands-on with Far Cry Primal

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  • Digital Foundry: Hands-on with Far Cry Primal

    Ubisoft Montreal takes Far Cry Primal to the next, natural step: a foggy, Mesolithic land of raw survival, set 12,000 years in humanity's past. As delivered by the team's Dunia 2 technology, it plants us in an era of sabretooth tigers, looming mammoths, and tribal warfare - all bolstered by new animations and upgraded volumetric lighting. The pre-release PlayStation 4 code in analysis here is a step forward from Far Cry 4 in several aspects, but with so much of the template also remaining as-is from last year's entry, is it evolution enough?
    We've played three hours into Far Cry Primal so far, letting us glean a few key technical specifics ahead of its February 23rd release. The first is simple; a pixel count shows a full native 1920x1080 image on PS4, as backed by what appears to be Ubisoft's HRAA post-processing (and also a film grain filter). This 'hybrid reconstruction' technique worked brilliantly for the last entry - bringing the benefits of 4x rotated grid super sampling, with a temporal component that also treats flicker on camera movement.
    It's an approach that ties in very well with Far Cry Primal's heavy use of flora. There's little in the way of visual noise on swaying trees and grass, for example, while geometric lines run with no obvious jagged edges. As before, the results look great, and based on an earlier Siggraph presentation, this pass is performed on a 1080p frame within around a one milisecond render time. The implementation may have improved since the last game, but as ever results are very accomplished on the sub-pixel elements used so prominently in this series.
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