

Insurgencies are fun enough I guess, but take maybe half an hour at the absolute most to complete in their entirety, meaning they're in no way equivalent to manually resettable "outposts" (bases in this game) if only released once a week.
@ubi-nacho Just to make very clear that VRAM is not going to be causing the issue for most people here, and also that the stated "11GB" (also "16GB" elsewhere) requirements are not even remotely close to what the game actually needs for the HD Texture Pack at every resolution in general, here's a set of screenshots I took at 1080P / Ultra with it enabled and the issue present, plus an MSI Afterburner monitoring overlay up on screen.
Great-looking rocks, but terrible-looking Guapo and flamethrower:
Strange "mixed bag" of high-res and low-res textures:
Great-looking tree, but terrible-looking flamethrower:
Great looking everything except for the gun and wooden posts on the left:
Note that in each one of these screenshots, the game is very far from even trying to use the full 6GB my GPU has, let alone an amount as crazy as 11GB or higher.
@ubisushivamp Please stop citing this pulled-out-of-thin air "requirement" without also taking into account both rendering resolution and all other in-game graphics settings. It makes absolutely no sense.
Like, I would love a straight answer completely free of corporate spin to the question "why would I need possibly need 11GB VRAM to use the texture pack while playing the game at 1080P / Ultra?"
I went out of my way to post screenshots in this thread that directly prove the actual real-life VRAM usage of the game at 1080P / Ultra with the pack enabled tops out at no more than 4.6GB, while my GPU has 6GB. Therefore, I'm never going to be willing to accept "you don't have enough VRAM" as any kind of answer to this issue.
I think this is more a side-effect of the game having very noticeably fewer overall NPC models in general than the last two games in the series, as far as I can tell, meaning there's simply less variety for the random spawns to actually choose from.
The lack of variety is actually a borderline immersion-breaking issue but moreso with non-enemy NPCs (both male and female). You see what are literally, unarguably the exact same extremely small handful of friendly NPCs absolutely everywhere on the map.
Yeah, there's definitely something wrong with the implementation of texture streaming in the game, currently. Seems to be a common thing with D3D12 renderers... the D3D12 renderer option in Serious Sam 4 had similar issues (for both textures but also shadows, weirdly) whereas the D3D11 and Vulkan ones did not.
I've completed the pledges for 12 regions so far, and am currently power level 291. The only region left on the England map that I don't outrank by anywhere from 30 to over 100 levels is Hamtunscire. IMO they either need to do some significant rebalancing of the recommended levels, or just re-introduce the kind of optional dynamic level scaling that existed in Odyssey, as currently the game is just boringly easy after a certain point.
@yuggothian80 Just use armor piercing ammo on literally every weapon possible, all the time.
@ubi-nacho I just want to clarify that you understood @MySiberianHusky with their comment providing the screenshots... a significant number of the textures look much worse with the texture pack on. That is, currently, the texture pack for many people is doing the exact opposite of what it is intended to do, displaying numerous textures that are very noticeably lower in resolution than the default "non HD" ones.
IMO it would make more way more sense for them to say nothing when they do have the necessary ammo type actively equipped, and perhaps actually vocally hint to the player that they need to use a different ammo type (instead of just saying "Can't shoot that alarm", and so on) otherwise.
Here is an example screenshot, cropped from the far right side of an overall frame. The red line I added indicates where the transition to blurring begins to occur, moving from left to right.
In my opinion, this must be made at the very least into something one can toggle on an off from within the game's menu, as currently it is imposing what I think many people will see as nothing other than a purposeless reduction in image quality that has no real precedent in any previous Far Cry title.
The refresh timer also appears to be broken:
I completed the entire Insurgency as well as the new "Los Tres Santos" Special Operation right away hoping that might change things somehow, but unfortunately it did not.
@boissevain10 I mean, I doubt they'd fix this in a standalone patch, so we'd have to wait for the next overall one regardless I'd imagine.
@rizz768 Yeah, the weirdest thing to me is the fact that they're producing all these unique weapon / armor assets without the game actually having much of a meaningful context in which to use them once you've completed the main plot. You just buy stuff from Lola, and then... have it, and that's basically it.
@harperno If you're on PC, the vehicle instrument texture blurriness is caused by yet-unaddressed major issues in FC6's new DirectX 12 renderer.
@ubisushivamp Just to follow up: I've become aware that in fact the cause of frames being rendered like this is not a technical bug, but indeed an "artistic" choice by someone at Ubisoft (that cannot be disabled in-game, despite the fact that a significant number of people very much want to disable it because they don't think it looks good in any way).
I'm aware your ability to interact with "third-party solutions" is limited, but for the record, the following mod amounts to a perfectly-working solution to the issue (in that it gives you the option to disable the combined screen-edge Depth Of Field / Chromatic Aberration shaders that cause the screen-edge blurring this thread refers to):
https://www.nexusmods.com/farcry6/mods/2: (https://nexusmods.com/farcry6/mods/2)
TLDR: People disliked the way this looked so much from day one that they painstakingly reverse-engineered the game data archives in order to figure out how to manually turn off the shaders, via a custom patch.dat / patch.fat file pairing in FC6's primary data folder. None of which would have been necessary had the game just included a more robust set of in-menu post-process shader toggles in the first place.
@kalitheman I can't imagine they "don't know" what the problem is. I think likely a huge part of the issue is that they handed off the entire development of the PC version of the game to their rando Ukrainian offshoot ("Ubisoft Kyiv") who certainly don't appear to be in any way up to the task of properly (presumably mostly independently) porting Dunia's renderer from DirectX 11 to DirectX 12.
Yeah, FC6 was unfortunately very obviously in no way adequately playtested prior to release, given the fairly huge number of game-breaking bugs. I definitely won't be buying the next Far Cry game until at the very least six months after it comes out, as I no longer have any faith that Ubisoft actually cares whether the games they're shipping are even finished, let alone mostly bug-free.
There was additionally an in-game notification talking about the operation, when I opened the game after updating.
I did complete the Danny Trejo mission in the form it was accidentally made available, however, before this update, no mentions of "Malagua" existed anywhere and Lola behaved exactly as she always did.
@markyy0902 It was released too early by accident. They removed it in the latest update. It comes out properly in December. The version that got released was incomplete and buggy, anyways.
@ubi-viral Thanks, that makes sense.