With 12 days to go until the game's cross-platform release, Ubisoft has outlined the kind of hardware you'll need to play Far Cry 4. It looks like the game needs a reasonably speedy quad-core CPU and plenty of RAM, but relatively low-end graphics cards with just 1GB of memory are supported. Take a look:
- Supported 64-Bit OS: Windows® 7 (SP1) x64 / Windows® 8 x64 / Windows® 8.1 x64
- Processor: 2.6 GHz Intel® Core™ i5-750 or 3.2 GHz AMD Phenom™ II X4 955 (2.5 GHz Intel® Core™ i5-2400S or 4.0 GHz AMD FX-8350 or better recommended)
- RAM: 4 GB (8 GB or greater recommended)
- Video Card: 1 GB DirectX® 11–compliant with Shader Model 5.0 or higher
- Supported Video Cards at Time of Release: AMD Radeon™ HD 5850 / 6000 / 7000 / R7 / R9 series, NVIDIA® GeForce® GTX 460 / 500 / 600 / 700 / TITAN series
- Sound Card: DirectX-compatible (5.1 surround sound recommended)
- DVD-ROM Drive: Dual-layer
- Hard Drive Space: 30 GB
- Peripherals Supported: Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended)
- Multiplayer: 256 kbps or faster broadband connection
- Note: This product supports 64-bit operating systems only. Laptop versions of these cards may work, but are not officially supported. For the most up-to-date minimum requirement listings, please visit the FAQ on our support website at support.ubi.com.
Ubisoft has also posted a video showing the PC version's eye candy (which was implemented with the help of Nvidia's GameWorks tools). Among other things, players can look forward to HBAO+ ambient occlusion, PCSS soft shadows, TXAA antialiasing, and Nvidia's Godrays and HairWorks effects. 4K support is on the menu, as well.
Purdy. The hair effect looks a little overdone on the yaks, but it's pretty impressive on the tiger.
Far Cry 4 is scheduled for a November 18 launch on the PC and both current- and last-gen Sony and Microsoft consoles. If I had to guess, I'd say the PS3 and Xbox 360 support probably has something to do with the PC version's relatively tame minimum requirements on the graphics front.