The good news is that from a technical perspective, Far Cry Primal retains everything that impressed us so much about its predecessor: expansive environments, beautifully long draw distances, a solid lighting model and a rock-solid level of performance. The bad news is that in terms of both graphics and gameplay, perhaps not quite enough has changed - any enhancements are a subtle evolution, as opposed to the visual overhaul you'd expect from a second generation title for the latest wave of consoles.
That said, there's still much to enjoy here. The post-processing pipeline sees greater use of volumetric lighting and effects, while performance is actually even more stable than Far Cry 4 - in itself, an impressive achievement. However, the overriding feeling is one of commonality - there's the same full 1080p framebuffer on PS4, along with a sub-native presentation on its Xbox One equivalent. Owing to the advanced AA in use (plus the lack of hard edges for analysis), getting a precise lock on resolution here is difficult - but the smart money is on the same 1440x1080 set-up seen in Far Cry 4.
Once again, the overall presentation is extremely clean - and it looks as though the same HRAA technology used in its predecessor is in effect here. This combines a smart post-process anti-aliasing technique with temporal super-sampling (effectively using data from previous frames to smooth off the current one). Again, there are minor differences here between Xbox One and PS4 - the Sony platform could well be using the same four-frame temporal sample as Far Cry 4, and again, we wouldn't be surprised to see a two-frame equivalent on Xbox One in line with the last game.