



It's unclear how this benefits performance precisely (we suspect it's easier on memory management), but the avoidance of any upscaling means we're left with a very clear image indeed. Just like Criterion's Need for Speed: Most Wanted, the 360 version runs at 1280x704, with eight-pixel borders at the top and bottom of the screen accounting for the reduction. There's a strange phenomenon in resolution preferences as of late, and we're seeing more developers opt for slight crops to the overall output image. The first issue to knock on the head is that of resolution and aliasing. Due to the motion blur in effect on PC, the static nature of these assets doesn't always bring out the best results for that platform - so we've also produced every combination of comparison video between the three versions below. To get an idea of how texture and effects quality compare between the PC, 360 and PS3 renditions, we've put together a 50-strong Far Cry 3 comparison gallery based on like-for-like frames. Let's have a look at image quality first. However, with extra features such as dynamic weather, global illumination, and improved water shaders being leveraged into this updated version, can the PS3 and 360 versions still make a respectable showing compared to the reference PC release? The underlying engine, now relabelled Dunia 2, already has a proven track record for delivering a solid experience on multiple platforms. It's typical to see these kinds of gremlins pop up with early code and so we held hope that developer Ubisoft Montreal had the gumption to deliver a squeaky-clean final build this week. The promise was there, but somewhat eclipsed by a clearly unoptimised build. This was all in the face of what appeared to be a broad and beautiful open-world FPS - a rare beast in the ongoing climate of the grim and grey - with an intriguing focus on territoriality and survival during a pirate take-over. On a technical level, Far Cry 3 gave us some cause for concern at an early preview event in October, where we saw some nasty glitches, an abundance of full-screen tearing and even outright freezes on the 360 code we had to play with.
