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Ghostwire Tokyo | Playstation 5 VS PC | Graphics Comparison

Автор: ElAnalistaDeBits

Загружено: 2022-03-21

Просмотров: 84747

Описание: Buy games at Instant-Gaming for all platforms with discounts! https://www.instant-gaming.com/es/?ig...

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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Ghostwire Tokyo | Playstation 5 VS PC  | Graphics Comparison

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