1792x1008? Next-gen, the gen of the weird resolutions.
http://www.eurogamer.net/articles/digitalfoundry-2014-hands-on-with-far-cry-4
Though asked about the technical aspects of the game, it's still too early for the team to commit to a lock on metrics. Resolution remains a moving target, it seems, as it strives to optimise between visual quality and performance on PS4. Nevertheless, based on the in-engine cut-scene shown at Ubisoft's conference - introducing our antagonist Pagan Min - we determine that horizontal resolution is currently in the region of 1792 pixels. Assuming a similar ratio on the vertical, that would translate to the game operating at 1008p.
Though something of a cliché when dissecting the cause and effect of frame-rate drops, the Far Cry 4 engine's biggest stress points inevitably come out during heavy bursts of alpha effects and a mass of on-screen NPCs. Our lowest such recorded dip is during the co-op gyrocopter ride with Hurk, where we hit 20fps during a flyover of the encampment. But this is ultimately a brief and expected drop in performance from an otherwise stable 30fps reading - where the grapple-hooking, car-hijacking and wing-suit gliding that precedes this moment flag few issues.
The eagle-eyed will notice very occasional tearing creeping into the final output too. Far Cry 4 takes a very conservative approach to adaptive v-sync in this sense, where much like Sunset Overdrive on Xbox One, a few frames tear within the top 10 per cent of the screen when needed - something that is typically hidden from view by display overscan. This is a common trick for modern games, allowing the frame-buffer to flip to show a slightly incomplete frame, rather than outright drop it altogether and incur a much more noticeable stutter in motion.
But this early snippet of Far Cry 4 remains something to get excited about. Its ambitions are clearly in finding new ways to get the player from A to B, and it's clear that the Himalayan setting is a rich landscape worth exploring. There are only a few frame-rate hitches to report on in this E3 build too, which bodes very well for the final release - especially given the incredible draw distances on show. It may be 30fps in target, but on the PS4 at least, this is a refresh that can be realistically upheld with minimal tearing.
Of course, changes are likely to be made between now and its 18th November release. The key takeaway is that the series' first step on next-gen consoles is looking very sure-footed. As for the resolution situation, what is being achieved so far certainly holds up well from a visual perspective, though we'll have to wait and see whether Ubisoft Montreal can hit a full 1080p frame-buffer on the nose.
http://www.eurogamer.net/articles/digitalfoundry-2014-hands-on-with-far-cry-4
Though asked about the technical aspects of the game, it's still too early for the team to commit to a lock on metrics. Resolution remains a moving target, it seems, as it strives to optimise between visual quality and performance on PS4. Nevertheless, based on the in-engine cut-scene shown at Ubisoft's conference - introducing our antagonist Pagan Min - we determine that horizontal resolution is currently in the region of 1792 pixels. Assuming a similar ratio on the vertical, that would translate to the game operating at 1008p.
Though something of a cliché when dissecting the cause and effect of frame-rate drops, the Far Cry 4 engine's biggest stress points inevitably come out during heavy bursts of alpha effects and a mass of on-screen NPCs. Our lowest such recorded dip is during the co-op gyrocopter ride with Hurk, where we hit 20fps during a flyover of the encampment. But this is ultimately a brief and expected drop in performance from an otherwise stable 30fps reading - where the grapple-hooking, car-hijacking and wing-suit gliding that precedes this moment flag few issues.
The eagle-eyed will notice very occasional tearing creeping into the final output too. Far Cry 4 takes a very conservative approach to adaptive v-sync in this sense, where much like Sunset Overdrive on Xbox One, a few frames tear within the top 10 per cent of the screen when needed - something that is typically hidden from view by display overscan. This is a common trick for modern games, allowing the frame-buffer to flip to show a slightly incomplete frame, rather than outright drop it altogether and incur a much more noticeable stutter in motion.
But this early snippet of Far Cry 4 remains something to get excited about. Its ambitions are clearly in finding new ways to get the player from A to B, and it's clear that the Himalayan setting is a rich landscape worth exploring. There are only a few frame-rate hitches to report on in this E3 build too, which bodes very well for the final release - especially given the incredible draw distances on show. It may be 30fps in target, but on the PS4 at least, this is a refresh that can be realistically upheld with minimal tearing.
Of course, changes are likely to be made between now and its 18th November release. The key takeaway is that the series' first step on next-gen consoles is looking very sure-footed. As for the resolution situation, what is being achieved so far certainly holds up well from a visual perspective, though we'll have to wait and see whether Ubisoft Montreal can hit a full 1080p frame-buffer on the nose.