PC performance analysis for Far Cry 6

PC performance analysis for Far Cry 6

For this PC Performance Analysis, we used an Intel i9 9900K with 16GB of DDR4 at 3600Mhz, AMD’s Radeon RX580, RX Vega 64, RX 6900XT, NVIDIA’s GTX980Ti, RTX 2080Ti and RTX 3080. We also used Windows 10 64-bit, the GeForce 472.12 and the Radeon Software Adrenalin 2020 Edition 21.10.1 drivers.

Far Cry 6 releases tomorrow and Ubisoft has lifted its review embargo. Powered by the Dunia Engine, it’s time now to benchmark it and see how it performs on the PC platform.

Highlights

  • It’s also worth noting that Far Cry 6 features an HD Texture Pack. However, this pack requires more than 11GB of VRAM at 4K/Ultra/Ray Tracing. Here is what Ubisoft told us about the game’s HD Texture Pack.

  • Ubisoft has added numerous graphics settings to tweak. PC gamers can adjust the quality of Shadows, Texture Filtering, Geometry/Vegetation, Environment, Watter, Terrain, Volumetric Fog, and Anti-Aliasing. There are also settings for Motion Blur, Camera Shakes and Poisoned Effects. The game also supports Ray Tracing Reflections and Shadows, AMD FSR, and comes with a Field of View slider.

As we’ve already said, Far Cry 6 suffers from major CPU single-thread issues. In order to find out how the game scales on multiple CPU threads, we simulated a dual-core, a quad-core and a hexa-core CPU. The game comes with a built-in benchmark tool which is what we’ve used. Do note, though, that this isn’t a stress test and that other more demanding areas can be found in the game. For instance, the first village is more demanding than the benchmark scene. So that’s something that you’ll have to keep in mind.

We can also confirm that both the RTX2080Ti and the RTX3080 display low-resolution textures on some surfaces with the HD Texture Pack at 4K/Ultra/Ray Tracing. Below you can find a comparison between the HD Texture Pack (left) and the vanilla textures (right). As you can see, there are numerous low-res textures in the left screenshot. These low-res issues are completely resolved when running the game at 1440p on these two GPUs.

Now the good news here is that those with modern-day CPUs will be able to play the game, even when using a dual-core PC system. Our simulated dual-core system was able to push a minimum of 58fps and an average of 75fps at 720p/Ultra settings. This game relies heavily on the IPC of its main core/thread that it’s using.

Due to the game’s CPU single-thread issues, Hyper-Threading introduces a performance hit. Our hexa-core and octa-core systems performed better when we disabled Hyper-Threading (by around 10fps, though the minimum framerate was similar).

Far Cry 6 supports both Ray Tracing and AMD FSR. And, to be honest, I’m a bit disappointed by the Ray Tracing effects. Ubisoft has used a really aggressive hybrid system for the game’s reflections. As such, a lot of reflected surfaces use SSR instead of RT. Below you can find a video demonstrating it. Oh, and in case you’re wondering, this is exactly why the tree “disappears” from the benchmark scene (at the end of the run). Furthermore, the RT shadows are very minor, and it can be really hard to even notice them. Below you can also find some comparisons between Ray Tracing (left) and the rasterized version (right).