Pixel-counting on this game is challenging to say the least owing to the heavy post-processing, but it seems to deliver an 1800p image. It starts with the 60Hz quality mode, which runs at 30fps and delivers the highest resolution along with hardware RT effects. Let's break down these modes in more detail. The key different between quality and performance modes beyond resolution is the inclusion of hardware-accelerated ray tracing. These extra options are designed for 120Hz screens, but here's where the other four 'unofficial' modes kick in: you can turn off 120Hz support on the PS5 dashboard and force the console to run HFR capped at 60fps instead. In the HFR modes, the user can choose to engage v-sync or turn it off completely. Ghostwire: Tokyo has quality and performance modes, along with HFR (high frame-rate) variants. I talked earlier about the six (!) different rendering modes, which actually result in ten different options to choose from once 60Hz and 120Hz display options are factored in. Again, it's present on both versions but PS5 gets a lower precision effect, presumably in the service of improved performance. This applies to Unreal Engine's SSGI - a screen-space-based global illumination solution that uses software ray tracing. In this sense, PS5 is 'lower than low' in terms of quality presets, but it still looks excellent, to the point where PC users are missing out by not having access to the console solution that would add further scalability. Generally, it's the same on PC, where the same choice of hardware RT effects is in place, albeit at a higher precision. Hardware RT is also deployed on shadows too, but very selectively: some objects use RT, others do not. The only drawback here is that reflections mapped onto transparent surfaces - such as glass - fall back to screen-space reflections, or cube-maps. Moving on to the game's visual make-up, Ghostwire: Tokyo is built around a rain-soaked cityscape that is tailor-made for hardware RT reflections - and that's exactly what you get in the game's quality mode, which provides stunning reflections that aren't just limited to puddles: more diffuse reflections are also present on rougher materials. ![]() John Linneman and Alex Battaglia team up to share their thoughts on the technical make-up of Ghostwire: Tokyo. Customisation is available in a feature-rich menu system, but it's still not enough to get the interface into a comfortably responsive state. Ghostwire: Tokyo has received criticism for input lag issues, but I'm not sure that's necessarily the case, more that the analogue sticks are poorly tuned in terms of their acceleration/deceleration curves. However, an area I really hope can be improved is in controller response, which feels muddy and slow. ![]() In another shift from the studio's prior The Evil Within titles, it's a first-person game with much to commend it in terms of its game mechanics - and I loved its first-person animations, enhanced with superb motion blur. It's not to my tastes but I'm aware that many love this style of experience. Yes, there's a main mission path to follow, but it's also a game rich in side missions and other explorable elements, backed by an Ubi-style icon-packed map that overwhelms. The shift to Unreal Engine 4 surprised me, but not as much as the core design itself which sees the surprisingly evocative and detailed world Tango Gameworks has created focused on a concept that is very much Far Cry-like in nature. While there are six 'official' graphics modes to choose from, there are actually an unofficial ten in total.įirst up, I wanted to share some impressions about the game overall. In today's coverage, we'll be looking exclusively at PlayStation 5 before moving onto PC in a separate piece - and there's certainly much to cover. On balance, it's an excellent move - Epic's technology merged with this developer's unique vision delivers a beautiful game. ![]() ![]() Secondly, the developer has shifted away from its internal STEM engine, based on idTech, instead favouring Unreal Engine 4. For one, it's an actual next-gen/current-gen exclusive - it's only available on PlayStation 5 and PC, tapping into cutting-edge features like hardware-accelerated ray tracing. Ghostwire: Tokyo sees acclaimed Japanese developer Tango Gameworks striking out in new directions.
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