Far Cry 5 patch 1.08 available for download, adds Photo Mode, full release notes revealed

Ubisoft has released a brand new patch for Far Cry 5. According to the release notes, update 1.08 adds a Photo Mode, a Lobby Browser in the Arcade for Multiplayer Lobbies, as well as new assets and objects to the Arcade Editor.

Moreover, patch 1.08 fixes multiple low occurrence crashes, fixes a lighting issue at the Bowshaw Manor in Faith’ Region, and comes with a number of PC-specific tweaks/fixes. As such, it’s now possible to see action mapped to each button by moving mouse cursor over the keyboard image for the “Keyboard and mouse” buttons remapping screen.

As always, Steam and UPLAY will download this patch the next time you launch their client, and below you can find its complete changelog.

Far Cry 5 Patch 1.08 Release Notes

1. New Additions

  • Photo Mode has now been added and is available via the Main Menu in Solo gameplay modes
  • New Lobby Browser added in the Arcade for Multiplayer Lobbies
  • New Lost on Mars static assets and weapons added to the Arcade Editor
  • New Hours of Darkness vehicles and weapons added to the Arcade Editor
  • New Hours of Darkness enemy and animal AI added to the Arcade Editor
  • New Hours of Darkness vegetation and static assets added to the Arcade Editor
  • New damage region assets added to the Arcade Editor under Gameplay – Health objects

2. Stability & Performance

  • Fixed multiple low occurrence crashes
  • Fixed a lighting issue at the Bowshaw Manor in Faith’ Region

3. Missions

  • Fixed a walkthrough break when playing coop during the mission “Descente Dans la Folie” where one player could trigger a checkpoint out of order
  • Fixed an issue in the mission “Furious” where the player would lose the Furious buff from the weapon wheel after dying during the mission in Coop
  • Fixed an issue where the player would be unable to complete the mission “The Widowmaker” after completing the game

4. Audio

  • Fixed a minor audio issue when joining a private lobby in the Arcade

5. Gameplay & UI

  • Fixed some minor clipping issues with the Aya Special Outfit and the Undercover Cultist
  • Fixed an issue where the vehicle color would change after fast travelling
  • Fixed an issue where the weapon wheel selection would change to Fists after performing a Ledge Takedown
  • Fixed an issue where the automatic weapon switch would not occur when using all of the fuel for the Flamethrower
  • Switch Weapons button added to the legend when entering vehicles
  • Updated the description text of the Shovel Rounds in the player inventory
  • Fixed an issue where the Caribou and Alpha Caribou skins would have the same icon in the Inventory and Shop
  • Fixed issues with the player animation while using the SVD in certain situations
  • Fixed an issue where the SVD scope would be unable to zoom after equipping the Enhanced Scope
  • Fixed an issue where the SVD was missing certain SFX if a silencer was attached to it in the Main Game
  • Fixed an issue where the icons for collectibles and Arcade posters wouldn’t clamp when marked as a waypoint

6. Coop

  • Fixed an issue where the Shop 3D model of the 1956 Hierarch Force M.50 Cal would not always load for the client
  • Fixed an issue where the client could get stuck on a black screen after reloading under certain circumstances
  • Fixed an issue where the glass breaking SFX was missing for the Client when the Host throws a Molotov
  • Fixed an issue where a safe would appear closed for the client and opened for the host when exiting and returning to an area with an opened safe in Coop

7. PC Specific

  • For “Keyboard and mouse” buttons remapping screen now it’s possible to see action mapped to each button by moving mouse cursor over keyboard image
  • Fixed issue with resetting settings for Tobii Eye Tracking device
  • Other minor UI fixes

8. Arcade

  • Fixed an issue in “Bounty Hunt” game mode where a dog set as a target did not have a target icon and could not be marked
  • Fixed an issue where Herald’s tag icon would disappear when they use turrets
  • Fixed an issue where some HUD elements would be present during the loading screen when restarting maps or quitting back to Arcade
  • Fixed an issue where the buttons for “Change Map”, “Loadouts”, and “More Info” were being displayed for players who were not map pickers without functionality

9. Map Editor

  • Fixed various issues with assets
  • Fixed an issue where AI stuck in a rock would pass map validation
  • Fixed an issue where the first folder of a category is always selected when backing out of any folder in a list
  • Fixed an issue with the reinforcements bar appearing white when replaying an Outpost in the Arcade Editor
  • Fixed an issue where some animals were invisible when placing them in the Arcade Editor
  • Fixed an issue where animals were unable to trigger their interaction animations in Arcade Editor
  • Fixed an issue where the Yeti was missing VFX when un-spawning

11 thoughts on “Far Cry 5 patch 1.08 available for download, adds Photo Mode, full release notes revealed”

      1. That’s not a very specific answer. Exactly through what mechanism does the hitching happen and why does being “an engine issue”, whatever that means, make it unpatchable? To my knowledge, this game is using DUNIA 2 just like the few games before it and this wasn’t a consistent issue in those titles so I don’t think this issue is intrinsic to the game engine. Also, it never happened until after the first patch. Before then I never had the issue.

        1. It’s pretty common knowledge these days…
          It’s accessing and writing to a HDD. It all comes down to how the game load and saves it’s data. Many games can write on the fly, but many engines have to pause the game logic, read that, then write it to the disk. Or, you can simply have an HDD that’s too slow and are having to briefly pause to stream/decompress the data.
          Modern games stream higher quality, larger assets, so even if it wasn’t an issue in older games, it could easily be an issue here.
          Game engines are modified and update all the time also, so it could just be a simple rewrite that’s causing a hickup.

          1. Disk performance has obviously been the source of a lot of speculation over this issue, but myself and many others reporting the issue on Steam and Ubi forums have very high performing storage and still have the issue. My OS is on a 950 PRO NVME drive and my game and Windows profile are stored on a RAID 0 array of 3 x 512 GB 850 SSD’s. Again, I never had any issues with this until after the first patch they released.

            Ubisoft hasn’t even acknowledged the issue yet despite months of numerous reports of this exact issue. It amazes me how much the quality of Ubisoft’s support differs from game to game.

        2. I’m sure it’s a vastly different Dunia than what was used in Far Cry 3 , Dunia 2, back in the day.

          1. I’m sure it’s changed some as well, but simply saying “it’s just part of the engine and will likely be there forever” isn’t at all helpful, and honestly not accurate either, since the issue only began after the first patch, proving the issue hasn’t been there forever.

            I’d like to find out what they changed in the patch that started causing the issue and how I can mitigate it. It’s nothing to do with V-Sync, and storage performance can’t possibly be to blame in my scenario considering I have read/write rates near a minimum of 2,000 MB/S

            I’ll take anymore ideas anyone has that don’t just blame the mystical game engine.

    1. Try disabling in-game v-sync and lock your framerate through external apps like RivaTunerStatisticsServer.

      1. This is not V-Sync related stuttering that happens when the frame rate drops below the refresh rate. Those stutters are not measurable in frame rate, but only visible to the human eye.

        I’m using G-SYNC and have no issues keeping my frame rate above 90. This is something lower level in the game that is causing a measurable dip in frame rate for a split second each time that an event occurs which triggers an auto-save. I never had this issue until after the first patch.

        1. Try locking the game at 30 or 60 and see if the issue is still their. Dunia Engine has a history of physics related bugs once you go above 60 fps.

          1. This is not a “physics issue”… The interaction with and movement of objects in-game are not affected or behaving abnormally. The frame rate simply dips to 1 FPS for about a tenth of a second EVERY time the game auto-saves. It can be reproduced infallibly by triggering an event that causes autosaving to occur, and each time the dip/hitch is measurable via FCAT and D3D.

            I’ve been able to run all games after Far Cry 3 at well above 60 FPS without issues and I never had issues in this title either until after the first patch they released, therefore I do not think it is a “DUNIA engine issue” because the problem is unique to this Far Cry title and only started happening after the first patch. I also didn’t buy a 120 Hz 3440 x 1440 G-SYNC IPS display and a 1080 Ti just to play games at a max of 60 FPS. This is not a frame pacing or consistency issue where locking the frame rate will make a difference, nor can it be blamed on V-Sync since it’s disabled and my display is VRR.

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