Ghostwire Tokyo on PlayStation 5 - The Digital Foundry Tech Review

Ghostwire Tokyo sees accomplished developers Tango Gameworks transition from their own idtech-based engine to Unreal Engine 5, bringing with it a range of excellent graphics features. The game itself also features six different graphics modes - which is actually ten in total when considering the differences between 60Hz/120Hz on four of those modes. John and Alex discuss the technology, performance and every visual mode. Which is best?

The game is UE4, not UE5.

the raindrops are actually the kanji for rain, 雨
6 settings on ps5
great animations on the first person hands
Ubisoft-esque map and questing
    not bad, just difference compared to Evil Within 2
gamepad controls aren't very good
    feels slow and muddy, even after tweaking sensitivity
RT reflections and shadows
RT shadows usage is spotty
the visual design of the game heavily favors RT reflections, leading to screen space reflections feeling like a big step down
no RT translucent reflections, just SSR
uses screen space global illumination, first seen in Gears 5
    ps5 is grainy in comparison to pc
6 listed modes, but really 10(!)
PS5 uses FSR, looks kinda soft, but not bad
quality mode
    ~1800p, rt one, 30fps
    FRAME PACING ISSUES!
    would be the best mode if not for the improper frame pacing
performance mode
    ~1440p, no rt, 60fps
    does not hold 60fps, drops at any time, worse in combat
    some areas can drop low for no reason
if running in 120hz mode, the high frame rate modes will run capped at 120fps
high frame rate quality/performance mode
    no vsync, so SCREEN TEARING GALORE
    performance can get up 120fps, rarely
    too much screen tearing, not recommended
    1080p and lower settings
    no rt
high frame rate quality/performance with vsync
    1080p
    quality hits 70-ish
    performance hits 70-120 (indoor and non-combat)
    no rt
high frame rate with vsync at 60hz (don't turn on 120hz in the ps5 menu)
    quality nearly locks at 60fps and RT
    best setting
    performance has more consistent 60fps
    the areas that has borked performance aren't fixed in any mode, not a gpu issue
high frame rate, no vsync at 60hz
    no
VRR would fix the stutter, if it works
menu for settings could be laid out better
very fast loading times
heavy use of the dual sense
PC has its own issues

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Creo que este juego mejoraría mucho su rendimiento si lo pasasen a UE5

Sin cambiar la iluminación ni nada de eso, lo mismo pero utilizando nanite en ciertos objetos (sin aumentar su poligonaje), porque es obvio que tiene el problema de que llama a demasiados objetos a la antigua usanza

Caso más extremo, objetos repetidos en alta cantidad:

Misma sala pero mirando donde ni se ven los objetos, pero siguen estando instanciados:

Con UE5 no te baja el rendimiento por tener objetos repetidos por el escenario, esa sala volaría, y en los exteriores mejorar mucho el rendimiento con las cosas repetidas (farolas y cía)

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