4/6/2023 0 Comments Ghost of tsushima ps4![]() Where’s the performance, you ask? Well, those drops below 30 FPS are almost completely ironed out. Performance Mode drops the PlayStation 4 Pro to 1080p 30 FPS. Moreover, PlayStation 4 Pro performance isn’t quite where it could have been – at 1800p, we see a few drops below 30 FPS.Īs noted, the PlayStation 4 Pro also offers a “performance mode,” but those looking for a Nioh-style 60 FPS update are out of luck. However, other titles like Horizon: Zero Dawn deliver noticeably better image quality. This looks better than 1080p, of course, and together how the excellent AA, holds up reasonably well on a 4K panel. The former opts for a conservative 1800p checkerboard output. The PlayStation 4 Pro offers two modes which are higher resolution mode and better frame rate mode. ![]() This can be a slight annoyance, especially during combat. However, intense scenes – especially with a high volume of particle effects – see it drop well under into the high-twenties. The PlayStation 4 outputs a native 1080p and targets 30 FPS. Note that this tool gives us a mere demonstration of the game’s performance, because an exact 1:1 representation of performance can only be provided by the developers themselves since they have access to vast of array of tools and profilers.īoth the PlayStation 4 and PlayStation 4 Pro deliver reasonable image quality and performance – the anti-aliasing solution in place really helps, especially with a PlayStation 4 Pro hooked up to a 4K display. We analysed the game’s performance by taking some sample scenes from the game and running it through trdrop, an open source software. PlayStation 4 and PlayStation 4 Pro platform comparison:īefore we proceed ahead, a note for you. The materials, together with impeccable texture work, really convey a sense of wear and tear in the game’s battle-worn environs. Across the board, materials look excellent, from the metallic sheen of black Mongol armour to woodwork and paper. In terms of material rendering, the physically based material rendering pipeline introduced in inFamous Second Son makes a return here. The game makes excellent use of these in stealth sections, where the player flits from shadow to shadow. Blazing fires, lanterns, and other point light sources cast light and shadow. While in inFamous: Second Son this allowed for some over-the-top lighting effects during fight sequences, the fully dynamic realtime lighting here is used to create a much greater sense of atmosphere. Ghost of Tsushima utilises a deferred renderer. While NPC counts are pared back somewhat, the increased attention to detail and the seemingly flawless LOD transitions more than make up for this. However, the change in setting to medieval Japan has necessitated big changes: dense urban environments give way to rich foliage. This is fundamentally the same variety of open world Sucker Punch action we’ve seen since the PlayStation 3’s inFamous. Ghost of Tsushima is built on the same core technology powering inFamous: Second Son. In many ways, this is the most remarkable feat of late-gen first party work we’ve seen since Halo 4 redefined what was possible on Xbox 360 back in 2012. Somehow, Sucker Punch managed to fit this remarkable technical showcase into a package that runs on ageing 2013-era hardware. Two years down the road, Ghost of Tsushima finally released – albeit, months before the PlayStation 5. ![]() ![]() When Sucker Punch announced Ghost of Tsushima a few years ago, many outlets assumed that the game, nominally releasing on the PlayStation 4, was in fact a teaser trailer for PlayStation 5 tech. ![]()
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