New PS5 Unity Tech Demo Showcases Impressive Graphics Upgrades

Ghost of Tsushima’s PS5 upgrade is worthwhile but non a game changer

The Director’s Cut tech review.

When PlayStation 5 launched in November last year, two Sony commencement-party developers – Bend Studio and Sucker Punch – tapped into the early cross-generation SDK, allowing Days Gone and Ghost of Tsushima to run at 60 frames per second, dramatically improving the experience. Today, in concert with a Director’s Cut edition that includes bonus content, Tsushima has been updated once again – no longer is it running nether backwards compatibility, now it’s a fully armed and operational PS5 championship, able to tap into the full horsepower of the car. So, what has changed and how skillful are the upgrades?

Beginning of all, it’s important to put the improvements to Ghost of Tsushima into two distinct categories. As part of the process, the original game receives a free patch to innovate a number of fundamental enhancements, one of which we consider to be a major upgrade – the ability to enable a target lock-on. The omission of this in the original game was a disappointment and compromised the quality of the combat, so it’south corking to run into that the programmer took the feedback on board and added in the feature. In addition, further controller layout options are added. That’s the extent of the freebies – and if you’re playing on PS5, you’ll nevertheless be running the PS4 code under back-compat (the 60fps support remains, past the style).

The residue of the Director’southward Cut content – including the
PS5 upgrade requires an investment from the user. The toll of this varies according to territory and whether you pre-order or not (pre-ordering gives a discounted £16/$20 toll) and it gives players access to the new content, including the Iki island expansion and the actual native PlayStation 5 version of the game – and that’s where we’re focusing our commentary.

Here’s the Digital Foundry video overview of the PlayStation 5 upgrades for Ghost of Tsushima.

Two graphics modes are availability, one which favours frame-rate and the other more interesting choice that targets a higher resolution. In both modes, it seems that Ghost of Tsushima retains the checkerboarding mode used in the PS4 Pro version of the game, with both targeting 60 frames per second. The frame-charge per unit selection sticks to the 1800p checkerboard presentation seen on the PS4 version running under backwards compatibility, while the resolution option sees pixel counts bumped to full 2160p checkerboard, for added clarity. Dynamic resolution scaling can’t be ruled out, but everything we’ve seen and tested and then far does bespeak a fixed resolution. Performance on both modes is essentially identical. It’s threescore frames per second locked to the point where dropping dorsum to the frame-charge per unit mode seems to be pointless.

There are farther changes beyond this but the crash-land from 1800p to 2160p is the key addition really – and while you do get extra clarity, information technology’south non exactly a game-changing improvement. The key improvement over PS4 is the bump to lx frames per second, and that’south all the same nowadays running the original PS4 Pro game under backwards compatibility on the new console. That’s not to say that Sucker Punch hasn’t made improvements elsewhere – it’s just that their bear on is somewhat limited. They’re welcome nonetheless: the developer taps into the storage capabilities of PS5 more finer, significant that the already very fast loading is now instant. On superlative of that, 3D audio and DualSense haptics are deployed.

Our original look at the back-compat plus upgrades for Ghost of Tsushima on PlayStation v.

On top of that, what were previously pre-rendered video cinematics on PS4 are now generated in real-time on PS5, opening the door to proper lip-sync animations with the Japanese soundtrack. All cutscenes now run at a properly frame-paced 30 frames per second, which is interesting every bit the PS4 version running under backwards compatibility always ran the engine-driven cine at 60fps, with only the video sequences at 30fps. I assume Sucker Punch did this for consistency’s sake, but I would have preferred to come across the whole game play out at the faster frame-charge per unit.

Ultimately, what we have here is a reasonable array of revisions, but it does experience that Sony is charging for the kind of upgrades that other developers and publishers are giving away for free and in actual fact, the biggest upgrade of all – 60fps –
already given away with the original release. While the game is splendid and the improvements apparently add to the feel, at that place isn’t the kind of vast comeback nosotros saw in the likes of Marvel’s Spider-Man (which was a paid upgrade) or Metro Exodus Enhanced Edition (which wasn’t). Beyond the resolution, cutscene and loading boosts, in that location’due south non much else to differentiate the native PlayStation five version from its dorsum-compat plus counterpart: draw distances are the same every bit PS4 Pro, effects quality is a match and geometry is unchanged. Fine art improvements? We caught sight of sparing texture upgrades, but little of bodily significance.

Taking a pace back and looking at Ghost of Tsushima: Director’s Cut from another perspective, I am happy to come across that the whole package can be bought for PlayStation on disc. So for those who are on PlayStation 5, who don’t ain the PS4 version or may not take owned a PS4 at all, that’s a great choice – and for collectors of physical games like me, it’s practiced to know that the complete package is available in an archive format.