DX9 |
DX11 |
Is Playing Far Cry 3 a next generation experience?
I have been running the PC version of Far Cry 3 on a DX9 graphics card on the games highest available settings with a strong Intel CPU. The latest edition of DirectX is DX11, which the game supports, introduces many valuable improvements and technologies into gaming and computing. The last generation of home-consoles contained DX9 capabilities and the ‘next boxes’ will undoubtedly utilise DX11 features. It is highly probable that the new DX11 consoles will be able to run specific titles under a DX9 mode to maximise performance when desired. Players running the game in DX11 are due to experience an even prettier Far Cry 3 than I was able to.
For the most part, characters are realistically animated using
motion capture and complex organic calculations. Bodies pile up on top of
eachother and limbs intertwine. Shapes and forms are unable to blend into
eachother leaving everything seeming solid. This is very different from the
limitations of the last gen where corpses and items needed to fade after a
certain number or amount of time had been reached. Unfortunately, one thing
that these new graphical technologies can’t do is ensure high production values
and measures; many lesser important NPC interactions and their accompanying
animations are simplistic, with animations that are somewhat lazily re-used and
ill-fitting.
Far Cry 3 shows that the problem of loading screens is solvable.
In a single game session, player changes to game environments are saved and cached
accurately and without loss while other data is streamed smoothly from media
and memory to enable new levels, environments and their elements to appear
instantaneously. Unlike with many last-gen games, loading is not hidden
behind cut-scenes as and when it could have been; possibly as a design choice, at the start of a new chapter, mission attempt or story sequence lies a short load screen. The next gen consoles will
be able to provide shorter loading times and in some cases none at all. Made more convenient by advanced next gen hardware, this omission is an exciting prospect
for both gamers and developers because a game experience without loading
screens will always be more immersive.
All surfaces are sharp and detailed with texturing that is
typically too defined to get blurry or pixelated when viewed up-close and many objects
that look precisely as they would in real life. At the next stage in the
progression of graphical fidelity in videogames the only way to improve quality
and realism is by way of the artists. Dunia 2, the engine that Far Cry 3 uses, a CryEngine derivative, is capable of incorporating all of the latest graphical
techniques such as ambient occlusion, global illumination and complex lighting,
advanced post processing tasks and simple tessellation to name a few. Most of
the techniques are used here but only in a minimal form; water reflects
accurately but glass doesn't, higher detailed versions of objects fade in
noticeably and visual quality isn't uniform. Despite its limitations the Island is beautiful, well designed
and immersive with superior detail and numerous surprising scenes; the
game-world frequently feels real.
The game features expansive RPG elements including an item hunting/crafting and skill-tree progression. This micro-management, multi tasking focus is due
to be more popular in the next gen as gamers become smarter, genres merge and
games are required to be more complex. A videogame where you always have so much to
do and everything is awesome? There is such variety in Far Cry 3.
In the next generation we should see an increase in open-world titles, with levels
that are linked by environments as opposed to loading screens. Side missions/mini-games will be present to add to variety. All of Far Cry 3’s side missions and
mini games are fun, complex and feel like second, third or fourth iterations as
opposed to underdeveloped afterthoughts with lots of room for improvement. In
its vast and lush open-world, interactivity is somewhat scaled back, presumably
for RFI, with trees, walls and other structures rendered as indestructible. Despite the freedom to create fully destructible environments in the next gen, most developers will want a certain level of control over the player so will ensure not everything can be altered.
What Far Cry 4 might look like.. |
Few of the launch-window titles on either Sony or Microsoft's next console will have more complex visuals than this game.
To be clear, Far Cry 4 looks like DX9 FC3 running on its highest settings - just with a different locale, extra polish and added features. You owe yourself something great if you miss out on Far Cry 3 on PC.
I agree with most of what you say except the frame rate . I have a gtx 690 and get on the low end 75-80 fps and average 93 with a high of 120. The total coast of my pc was was $2500.00 but a 1000 of that was the card so the pc its self is a $1500 build. My room mate running a 670 and a year old build get 55 -60 easy. On the higest settings. The only thing that will bog down frame rate is if your running the highest anti aliasing. Which is unnecessary. As the game has almost no jaggys even on the lowest settings
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