Thursday, November 26th 2020

Far Cry 6 Features DirectX Ray Tracing, FidelityFX CAS and Variable Rate Shading

Not to be outdone in comparison to almost all other AAA game releases in recent times, Far Cry 6 has recently been delayed from its February 18th release to May 25th 2021. However, that extra time may come to serve the game nicely, in that it may allow for all the planned features to be integrated. As part of AMD's partner showcase, Ubisoft has revealed that Far Cry 6 will make extensive use of DirectX 12 Ultimate features, featuring raytracing, AMD's Contrast Adaptive Sharpening (CAS), Variable Rate Shading (VRS), as well as Hybrid SSR (Stochastic Screen Space Reflections).

Ubisoft's head of 3D programming Oleksandr Polishchuk had this to say: "We were very impressed with the latest AMD technologies and joined forces to bring FidelityFX CAS, DXR raytracing and Variable Rate Shading to Far Cry 6. We are working together to ensure a smooth 4K viewing experience. This requires a lot of bandwidth, memory, and a Radeon RX 6000 with Infinity Cache that can handle it easily while maintaining high FPS rates." Check out the AMD partner showcase video below.
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30 Comments on Far Cry 6 Features DirectX Ray Tracing, FidelityFX CAS and Variable Rate Shading

#26
wolf
Better Than Native
lynx29optimization for their tech? this is Microsoft's tech homie, AMD just utilizing it instead of creating it's own proprietary bs like nvidia has done. next gen consoles will win out the day and more games will focus on directx 12 ray tracing as the years go by, so meh.
Am I missing something?, Nvidia call their RT capable hardware "RTX", but it uses the Microsoft DXR API and Vulkan RT to actually work in games. DLSS is a unique proprietary tech, but RTX is just what they've named their hardware implementation that works with standards anyone can work with. I mean I'm happy to be corrected, but I''m pretty sure that's how it works in principle.
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#27
Space Lynx
Astronaut
wolfAm I missing something?, Nvidia call their RT capable hardware "RTX", but it uses the Microsoft DXR API and Vulkan RT to actually work in games. DLSS is a unique proprietary tech, but RTX is just what they've named their hardware implementation that works with standards anyone can work with. I mean I'm happy to be corrected, but I''m pretty sure that's how it works in principle.
I must have misunderstood, thank you for clarifying... I wonder why cyberpunk 2077 can't use AMD ray tracing then? If both companies are using Microsoft's own tools...
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#28
rtwjunkie
PC Gaming Enthusiast
lynx29I must have misunderstood, thank you for clarifying... I wonder why cyberpunk 2077 can't use AMD ray tracing then? If both companies are using Microsoft's own tools...
I’m going to guess it is because there were no AMD cards with RTRT. Nvidia has had them available for two years basically. I believe it will change eventually.
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#29
jeremyshaw
lynx29I must have misunderstood, thank you for clarifying... I wonder why cyberpunk 2077 can't use AMD ray tracing then? If both companies are using Microsoft's own tools...
Echoing what rtwingjunkie said above, AMD released compatible HW very recently, near the end of 2020. Nvidia released compatible HW in 2018, then released a software update to expand RTX compatibility to 2016 hardware. That is a 2 years lead in development time (with an install base stretching back into 2016).

The HW implementation between AMD and Nvidia is also quite different, so SW has to be adjusted to work (and QA).

Just like x86 Wintel. Sure, a 486 or a Pentium Pro has some meaningful similarity to an AMD Ryzen 5950X. Some. But Windows 98 software made for the Pentium II is not guaranteed to run on the 5950x + Windows 10 and even more so vice versa.
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#30
nickbaldwin86
dude is the bad guy in every show, movie and game.
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