gTsushima host It is one of the last major tent pole releases of the PS4 generation, and it is safe to say that from a visual and functional standpoint, Soccer Punch provided a truly high-quality experience in the game. This is one of the best unsightly games that boasts a great mix of powerful artistic directions and capable technical support, and Sucker Punch appears to continue it with the release of the sequel.
Ghost of Yotei Finally here, it has all the markings of a great sequel. Everything that worked in the original was added along with new additions. You can see more details about the game in our review, but with this feature we will focus on the technical aspects of it. Ghost of Yotei – What has changed, how it compares to the original, etc. That being said, let’s get started!
Graphics Overview – How did it change compared to the simulator?
Tsushima’s Ghost It was built using Sucker Punch’s own game engine, but while it may not have been the technically most powerful game of the PS4’s comprehensive first-party library, it definitely looked great in each division. Strong art direction, firm texture, and tips on detail have made it a sure thing Tsushima It looks consistently gorgeous without resorting to extreme rendering techniques.
Ghost of Yotei It’s not rewriting the playbook in a critical way, but what it does is to refine the technical aspects of Tsushima to a greater degree, resulting in a game that looks solid. Yotei It successfully utilizes current rendering techniques such as Ray-Tracing, and the increase in CPU and GPU computing has allowed the team to make some important improvements in some aspects of their presentation.
Overall, the upgrades we see in Yotei’s ghosts are the iterative kind. Something that builds from what came before. Whether it’s improving the environment, better look across the board, new weather effects, weather effects, or animation, Yotei’s ghost takes what works in the original and builds a huge net of new ideas where these additions fit the epic scheme of things.
Character model
https://www.youtube.com/watch?v=0d3tv5metkg
First, talk about character models. Ghost of Yotei It shows off a faithful character model that rivals most current games. The polycounts on these models are very high and look impressive when countered with proper lighting. The clothes they wear are made from high quality physically based materials that sway in wind tunes.
One of the biggest important improvements we noticed Yotei You must upgrade with motion capture. The upgraded technology allows you to capture and display more tiny formulas in ways that feel more realistic, and the suction cup punch had already hinted at this in the trailer.
environment
Tsushima’s Ghost When it came to the environment, it was absolutely blown away from the park. It is the highlight of the experience at Tsushima and is true if Yotei Same thing. The suction cup punch brings you to a world that feels like a poem. This is an artistically appropriate expression of the Japanese Ezo era.
Rolling hills, large fields of flowers, bustling villages, active volcanoes and rivers all flow into each other in ways that feel very natural, giving the world a clear credibility. The texture has artifacts along the edges, but in most cases it looks rather sharp. Yotei uses a lighter color palette than Tsushima, but it helps to set the right mood and helps achieve the desired look.
The environment has a lot of visual density with trees, grass blades and flowers growing abundantly. And, like Tsushima, they sway precisely into the wind tunes. Wood and stones have a proper geometric complexity, and like these characters’ clothing, the materials of these environmental assets respond appropriately to light and reflection. Coarse materials like iron and stone clearly do not reflect much light, but other materials such as katana and water pools reflect that accurately.
The terrain transformation is also a highlight, with dynamically generated trails behind the player as you walk on mud and snowy leaves. These variants are very detailed and can be bundled together without complaining to each other in a particular scenario. In this regard, the suction cup punch may have pulled pages out of the Decima engine, which can make it look very good.
Yotei Its huge open world also features a wide variety of different water renderings. You can find clear rolling water flowing through the stream, semi-solid ice in extremely cold regions, and soft snow above mountains. The reflective properties and material quality vary appropriately based on the water condition, and although there is no dynamic melting mechanism, the overall rendering is very nice.
We also need to talk about how global streaming works. Yoteiand this is where the suction cup punch takes advantage of the PS5’s extended CPU and GPU horsepower very much. Drawing distances are significantly higher, and the level of detail for assets far from the camera does not drop at large margins. The detailed swapping level is also done in a smooth way, with minimal road pop-in and other artifacts.
Lighting and reflection
And it makes us neatly on the lighting side of things. There you can see ray trace-based lighting solutions. This is a big improvement over the probe-based solutions we saw. Tsushima’s ghost. Narrow the look and feel of the world Yotei Because it relies heavily on bounce and indirect lighting, a fairly simple GI implementation would not work as much as this raytracing solution. Of course, it’s helpful to have raytracing with hardware accelerating on the PS5. As a result, performance is not a tank.
The reflections are consistently high quality, the lighting data is fairly accurate, and sometimes a rather realistic view of the world. Ghost of Yotei also has a dynamic day and night cycle, with the potential for weather hazards, and by going on the RT route, these transitions feel very natural and dynamic in nature.
The same RT implementation follows the shadow map, allowing you to see some very accurate shadows cast from the combination of direct and indirect light sources. The shadow map is detailed, cast on a large scale from the camera, and has a fairly uniform view of the world. Thanks to the higher processing power of the PS5, shadow artifacts are almost nonexistent.
animation
As a natural extension of the advancement of motion capture, Ghost of Yotei It also brings some improvements to the animation department. Gladiators and actions are inspired by Kurosaki’s work, a mixture of Samurai Bujustu and artificially induced talent. The animation blends in well with each other during battle, and enemy ragdolls also respond appropriately to strikes from players. The new stance also brings new movements and animations to the mix, allowing you to freely expand the pool of available actions.
Animation and interaction are not just limited to combat. It also sometimes involves some really cool interactions spreading throughout the game. From the way horses pass through different terrains, snow piled up on the trees and eventually falling out under micro-expressions of collapsed weight and chewing cold. Ghost of Yotei It is filled with neat little animations that make the world feel interactive and surreal.
Particle Effects and Other Post-Treatments
The Ghost of Yotei The visual presentation is also pretty strong on the post-processing side of things, with the suction cup punch standing as one of the best in terms of particle effects. Whether that’s the power effect Notorious Or Sparks Inn Tsushimathe suction cup punch always has some big particle effects on the show – and it is Yotei Same thing. You can see some high quality alpha particles during battles and explosions. All of these are combined very well with other effects, such as per-object motion blur, which helps to take your visual presentation to another level.
Volume mist is also generously used YoteiEven a distant fog featured, a large light diffusion or a sense of scale, is the volume of smoke that indicates a smoke bomb or smoke bomb. The amount of smoke can be dense or lighter depending on your requirements, and these techniques are also used in combination to describe environmental hazards such as typhoons, snowstorms and clouds in Sky Sandboxes.
Finally, the presentation concludes with what appears to be a PSSR (PlayStation Super Resolution). This helps smooth out the jagged edges and hides visible artifacts without hitting the performance side of things.
Conclusion
The Ghost of Yotei The presentation is an iterative upgrade via Tsushima, and while Soccer Punch doesn’t actively push the rendered envelopes in any department, this doesn’t mean it’s not a good looking game. The beauty of this game lies in its powerful art direction, the biodiversity offered, and its impressive attention to detail. And it falls as a fitting successor to one of the best games of the year with the Ghost of Tsushima.
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