Ubisoft is comfortably settling into developing for the four current-gen home consoles: hardware that’s similar in so many ways, but each paired with a very different level of GPU power. Far Cry 5 has much in common with stablemate Assassin’s Creed Origins – we’re essentially looking at parity in terms of the visual feature set across the stack of consoles, with resolution the only real point of variation, the differences blurred somewhat thanks to temporal anti-aliasing. Those extra pixels still count – with Xbox One X top of the tree – but the key takeaway is that everyone gets a great game here.
AC Origins combined TAA with dynamic resolution scaling to bridge the gap between one console to the next, but Far Cry 5 is a little different – it’s a fixed resolution all around on all consoles. At the bottom of the pile sits the standard Xbox One, which delivers a still creditable 1440×1080. Scaling only occurs on the horizontal axis, but the end result is a game that is noticeably softer than any of the others, as the comparison tool below demonstrates. PlayStation 4 seems to be the foundation platform here, delivering Far Cry 5’s full visual feature set at the 1080p standard.
Moving onto the enhanced consoles, a good presentation for 4K displays is the target, and it’s Xbox One X that is the star of the show here. The Scorpio Engine delivers a full, native 4K presentation – 3840×2160 – while retaining the TAA for an almost flawless, virtually jaggy-free experience. It’s an impressive achievement, with a 5.3x boost to resolution over the standard Xbox One. By comparison, PlayStation 4 Pro delivers 2880×1620, a 2.25x improvement over the base model and almost entirely in line with the GPU compute power increase available to developers. This is pretty impressive bearing in mind that there’s only a small memory bandwidth boost over the older PS4, and just a small amount of additional memory.
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