Ghostwire Tokyo | Playstation 5 VS PC | Graphics Comparison
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PS5:
Quality Mode: 1800p at 30fps
Quality Mode HFR: 1080p at 120fps
Perfomance Mode: 1440p at 60fps
Performance Mode HFR: 1080p at 120fps
18,95Gb
PC:
18,86Gb
- PS5 has 6 display modes in total:
Quality mode: Ray-Tracing, 1800p as common resolution and 30fps.
HFR Quality mode: Ray-tracing, 1080p and unlocked framerate without vsync.
HFR Vsync Quality Mode: Ray-tracing, 1080p and framerate unlocked with vsync.
Performance mode: Without Ray-Tracing, 1440p as common resolution and 60fps.
HFR Performance mode: No Ray-Tracing, 1080p and framerate unlocked without vsync.
HFR Vsync Performance mode: No Ray-Tracing, 1080p and framerate unlocked with vsync.
- DLSS continues to improve, displaying quality almost indistinguishable from native 4K on PC. I consider it essential if we want to play with RT on PC.
- Modes without Vsync, as expected, have constant tearing. I would never recommend playing in these display modes on a console that doesn't have VRR to avoid tearing.
- HFR modes can reach 120fps, but quite anecdotally. In general, the framerate is quite irregular in these modes.
- Quality mode suffers from some stuttering issues and adds some input-lag.
- Rarely have I seen a game apply ray-tracing with such a successful artistic context (at least in the reflections). Tokyo looks beautiful with RT.
- To measure performance on PC, a 3050, 3060 Ti, 3070 Ti and 3080 have been used with all settings at maximum.
- The HFR Quality mode presents a Ray-Tracing and shadows of lower quality with respect to the standard quality mode. HFR Performance mode also loses quality in the shadows.
- In general, the RT on PC has more resolution in reflections compared to PS5.
- Ray-Tracing in Quality modes on PS5 and PC is applied to reflections (on certain materials) and shadows cast by specific light sources.
- Translucent reflections (glass, showcases, car windows, etc.) are not ray-traced. Ray-traced shadows do not follow a logical pattern. You can find an asset with shadow generated by RT (2:04) and a couple of meters later, that same asset without RT (11:14).
- PS5 uses the SSGI system for ambient occlusion, which creates unwanted effects when moving the camera (particularly indoors). Luckily, on PC we can choose between SSGI and SSAO.
- The main character does not cast a shadow or reflect on any surface.
- The FOV is not modifiable in any version.
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