[Digital Foundry] Ghost of Yōtei - PS5/PS5 Pro - A Triumphant Sequel... With Ray Tracing! - 4K HDR Video

I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

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Watching in my 4K TV and just blown away by the fidelity here.
Funny. I believe the opposite and I feel John is gaslighting me. :messenger_beaming:Blowed up on a 4k 65 inch TV made everything worse looking. The cutscenes and vistas look good but other than that its simple bad textures and flat lightning mostly everywhere.
 
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Looks pretty good. Some flaws which are annoying and it looks like a PS4 pro game with some extra nice ray tracing. It's running at 60 though and more importantly....

Content. It sounds like the content has been massively improved. I know that's not graphics but I would prefer the budget goes there instead of just making it shiny.
 
The bottom line is the PS5 even the base Ps5 is a good hardware. It's just lazy developers and bad game engine, ehem UE5, that ruins the game.
I think it's seldom laziness. More often than not, it's time and/or budget constraints. Most developers are passionate about their work and want to deliver the best product possible, but publishers are the ones calling the shots.

Sucker Punch was given a lot of time for Yotei, but if the budget figures are true, I'm amazed they managed to keep the cost down so much.
 
I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png
Tree species didn't get along with each others in 17th century Japan.
 
Have you seen those clouds? When i saw one in real life, it was shaped like a rabbit; I haven't seen one like that in GoY. It must be lazy programming, and John didn't notice because he probably never goes outside.
 
Just watched the video.

This might be the only game so far that is using Pro hardware properly.

Drop base resolution to 1080p, get RT at 60fps. Then upscale using PSSR.

Apparently PSSR is good if used properly. So its giving all the results that a modern nvidia gpu gives.

Probably will have to wait for next gen when such hardware is standardised so we can get 4k 60 with RT across the board using upscaling.
Not true all. Couldn't be so much but there are other games which use ps5 pro quite properly (AC Shadows Callisto Protocol are the only I remember because I own both). And honestly always point out the native resolution means nothing when the console is PSSR based.
 
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I think it's seldom laziness. More often than not, it's time and/or budget constraints. Most developers are passionate about their work and want to deliver the best product possible, but publishers are the ones calling the shots.

Sucker Punch was given a lot of time for Yotei, but if the budget figures are true, I'm amazed they managed to keep the cost down so much.

Ghost of Tsushima sold 13 million copies. Normally that would mean a studio would be allowed to grow to make their next game even bigger and better, but that didn't happen at all. The budget stayed the same even though inflation was awful in the past 5 years. If you take rising wages into account as well, it means SP actually made this game on a lower budget than the previous one...

I think Sony didn't afford them additional money despite all the revenues they brought in because that money was needed elsewhere to fund Sony's misguided, failed GaaS project.
 
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Looks pretty good. Some flaws which are annoying and it looks like a PS4 pro game with some extra nice ray tracing. It's running at 60 though and more importantly....

Content. It sounds like the content has been massively improved. I know that's not graphics but I would prefer the budget goes there instead of just making it shiny.
My God this provocative meme will never end...there are games which even look better on ps4 than ps5 titles, statement like this make no sense at all.
 
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Not true all. Couldn't be so much but there are other games which use ps5 pro quite properly (AC Shadows Callisto Protocol are the only I remember because I own both). And honestly always point out the native resolution means nothing when the console is PSSR based.
So 3 games then.

It still requires a lot of effort from what I understand, so most devs are just giving a res / fps boost and calling it a day.
 
My God this provocative meme will never end...there are games which even look better on ps4 than ps5 titles, statement like this make no sense at all.

I agree, you could look at the last of us 2 and see how it looks so much better than this. Ghost of Yotei looks good but I dont think its a stretch to say it looks like the original game with a little extra sheen
 
So 3 games then.

It still requires a lot of effort from what I understand, so most devs are just giving a res / fps boost and calling it a day.
There are more than that but I don't own all (I heard also Forza, Hellblade 2) and honestly I'm too lazy to make a research.
 
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I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png

Its called art direction. Colours are coordinated by area for theme and differentiation.

Once again this seems like this idea that just because you can, you must. Even if the result looks like psychedelic vomit ze the power of ze tech must be demonstrated.... /facepalm
 
I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png
It definitely feels artificial. But somehow not enough to be a toon, yet not realistic enough to garner proper immersion. It doesn't work, at least for me.
 
I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png
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Toyohira%20Gorge%20%26%20Jozankei%20%26%20Lake%20Toya%20%26%20Showa%20Shinzan%20%26%20Mount%20Yotei%20Spring%20Water%20Park%20Day%20Tour.jpg
 
I agree, you could look at the last of us 2 and see how it looks so much better than this. Ghost of Yotei looks good but I dont think its a stretch to say it looks like the original game with a little extra sheen
The way people don't really pay any attention to the art style of each game is so weird to me. "Ghost of..." series has a much more stylized art style than TLOU. That one goes for a much more realistic type of visuals than this one. "Ghost of..." are more colorful, animated somehow...you can literally see the wind in here, etc. It doesn't try to appear realistic like TLOU series.

Saying one "looks much better" than the other is undermining what each one is trying to achieve.
 
which makes his comment even more retarded because everyone on PCs uses DLSS upscaling. Even 5090 owners. 4k DLSS performance is by far the most popular resolution for high end cards. i just bought a 5080 and had to go down to dlss 4k performance in order to maintain a solid 60 fps in several RT games.

Ive seen youtubers run some of the more recent games 1440p DLSS quality or balanced and sometimes performance on cards like the 4070/5070. Thats 720p/864p/1080p. Would you say people using DLSS at 1440p are running games at 720p on a $600 card from 2025? Of course not, that would be retarded, especially if you are a PC gamer.

Dont defend or make excuses for shit posts. this game doesnt even have your standard PSSR pixel crawling or denoising issues. And the video literally says that despite being 1080p the IQ is very similar to the quality mode which runs around 1728p on the Pro and even has some advantages thanks to better AI driven aliasing than the TAA being used in the quality mode.
Dude just lower some stupid settings, i have a 4080 and i never go below dlss quality at 4k and still achieve 60+ fps in every game.


Just cut the fucking shadows to high\normal and lower the lights and reflections a notch :lollipop_grinning_sweat:
Have you seen the other GoY threads? Bunch of people claiming they can't tell the difference between it and last gen PS4. Probably this was done for them.
They were also comparing this one to shadows so where is the comparison for that?
 
So this is good example where there are colours are somewhat mixed. Not all trees are same orange, there is more red or more green interspersed. Ghost of Tsuhima had very clearly delineated biomes (this is area where all trees are orange, here grows bamboo, etc.)

fg9SpEmCJgg2lfIR.png
Here in Yotei, in this forest all trees look the same. As if they just instanced the same tree model and rotated it little differently. Same for grass, there is brown grass and then flowered areas, but no different plants or variation. Very segmented.
 
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I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png
I don't think I've ever seen deciduous trees during winter time having leaves. Is it some kind of Japanese exclusive tree? I tried googling pictures from Japan, but only got this:

j5pjnrLE9lt112OD.jpg

I grew up in a very Northern part of Europe so the Yotei-winter pic doesn't make a lick of sense to me. The only thing with color in nature during the winter is the sky and coniferous trees. Very distracting, much like the mountain/snow tribes in Horizon: Forbidden West not wearing winter clothes, but rather tropical outfits. They'd all die of hypothermia in a day.

HVg2I0KWwt5Knjhk.jpg
 
I don't think I've ever seen deciduous trees during winter time having leaves. Is it some kind of Japanese exclusive tree? I tried googling pictures from Japan, but only got this:

j5pjnrLE9lt112OD.jpg

I grew up in a very Northern part of Europe so the Yotei-winter pic doesn't make a lick of sense to me. The only thing with color in nature during the winter is the sky and coniferous trees. Very distracting, much like the mountain/snow tribes in Horizon: Forbidden West not wearing winter clothes, but rather tropical outfits. They'd all die of hypothermia in a day.

HVg2I0KWwt5Knjhk.jpg
Japanese maple I think.
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fps boost and calling it a day.
I just got it for the FPS boost honestly and haven't been disappointed. When Dying Light 2 switched to the best mode for the base PS5 after updating the game I noticed right after loading my save that something was wrong. That actually surprised me because if you were to ask me if you think I could tell the difference I would say no but I guess I can.
 
I really don't understand why they author the world that segmented way. Like here is area with red trees, here are yellow trees, here is winter trees. There is no natural gradual mixing of different trees or plants, it's like someone painting with 5 colors, but not allowed to mix any of them.

It makes game feel artificial and even if art assets look good, the use of them feels poor.

Si8JOe5k6JAGSfRy.png
It's a design element. If you watched or read any of their reasonings in the first game, it makes sense on a world exploration scale.

I don't think I've ever seen deciduous trees during winter time having leaves. Is it some kind of Japanese exclusive tree? I tried googling pictures from Japan, but only got this:

j5pjnrLE9lt112OD.jpg

I grew up in a very Northern part of Europe so the Yotei-winter pic doesn't make a lick of sense to me. The only thing with color in nature during the winter is the sky and coniferous trees. Very distracting, much like the mountain/snow tribes in Horizon: Forbidden West not wearing winter clothes, but rather tropical outfits. They'd all die of hypothermia in a day.

HVg2I0KWwt5Knjhk.jpg
Lot of evergreen species turn brown or rust colored in the fall/winter. Less water, cold winds, etc..

Japan has a very unique climate where there can be snow, and still enough moisture in the air for the deciduous leaves to not fully drop.


rTQgrVsYlbWIiLln.png


This thread is starting to "jump the shark."
 
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So this is good example where there are colours are somewhat mixed. Not all trees are same orange, there is more red or more green interspersed. Ghost of Tsuhima had very clearly delineated biomes (this is area where all trees are orange, here grows bamboo, etc.)

fg9SpEmCJgg2lfIR.png
Here in Yotei, in this forest all trees look the same. As if they just instanced the same tree model and rotated it little differently. Same for grass, there is brown grass and then flowered areas, but no different plants or variation. Very segmented.

This is the sort of thing that's only really visible if you scrutinize a screenshot. In motion I doubt 99% of people would notice.

The most important thing is the distant trees on hills and mountains have plenty of variation. That is where it's needed most to really sell those beautiful landscape shots.

image_ghost_of_y_tei-45613-5462_0043.jpg


The way those trees also react to the lighting to create pockets of shadows is also very impressive. How the volumetric clouds cast shadows onto them is also quite realistic.

image_ghost_of_y_tei-45613-5462_0075.jpg


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I have not seen a game do distant rendering as convincingly before. Even Assassins Creed Shadows, which I would say is overall the better looking game, pales in comparison because its trees aren't as well lit and so end up looking like obvious billboards:

image_assassin_s_creed_shadows-45453-5060_0039.jpg
 
A few more gems. Man, Gamersyde really nailed it:

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Can we also have real shots of when it doesn't look great, or the parts that don't look so great, to be able to measure the level of inconsistency in the game?

The trailers made it look very inconsistent.
 
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Can we also have real shots of when it doesn't look great, or the parts that don't look so great, to be able to measure the level of inconsistency in the game?

The trailers made it look very inconsistent.
What it's even the point? Open world game can be often inconsistent for his nature, there were raw sides also in RDR2 graphic if you only look to these.
 
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What it's even the point? Open world game lean to be often inconsistent for his nature, there were rough part also in RDR2 if you only want to look to it.
The marketing for this game has been terrible and made it look like a ps4 game most of the time, they never even mentioned RT.
 
The marketing for this game has been terrible and made it look like a ps4 game most of the time, they never even mentioned RT.
Well if you look just to graphic you aren't not wrong. Anyway this video it show how doesn't look like exactly a ps4 game and people too often give rushed judgment.
 
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The marketing for this game has been terrible and made it look like a ps4 game most of the time, they never even mentioned RT.

This isn't the biggest problem actually.

It's worse when a developer tries to present their product in a way that makes it look as good as possible and then it turns out that the final game doesn't look like that in reality, is devoid of certain graphical effects or when they are significantly toned down.

Besides, it's not like there's a big difference in quality here, people have been trying to discredit this game from the very beginning, for many different reasons, i bet they wouldn't even notice the presence of RT even if it was enabled in the trailers without DF pointing it out.

Keeping in mind how deceptive corporate PR can be and how easy it is to play the mainstream, its complete absence (or perhaps its "amateurish" form) doesn't bother me at all.
 
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All those images look blurry. Is there an option to remove the camera lens effect plaguing everyone of those gameplay images?

As usual PC version is going to be the best.
 
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This isn't the biggest problem actually.

It's worse when a developer tries to present their product in a way that makes it look as good as possible and then it turns out that the final game doesn't look like that in reality, is devoid of certain graphical effects or when they are significantly toned down.

Besides, it's not like there's a big difference in quality here, people have been trying to discredit this game from the very beginning, for many different reasons, i bet they wouldn't even notice the presence of RT even if it was enabled in the trailers without DF pointing it out.

Keeping in mind how deceptive corporate PR can be and how easy it is to play the mainstream, its complete absence (or perhaps its "amateurish" form) doesn't bother me at all.
Depends on the scene. In some of those interior shots the RTGI is plainly obvious to anyone who knows about lighting and is a massive improvement. It seems much less noticeable in the open world where the game can look very flat out of direct light
 
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Can we also have real shots of when it doesn't look great, or the parts that don't look so great, to be able to measure the level of inconsistency in the game?
Like I said, the light grey rocks are the weakest asset. There just isn't enough detail on it and it doesn't blend well with foliage. They've also messed up cubemap alignment in some areas. I wish Gamersyde had captured more NPCs, as the lowest tier models milling about are quite poor quality. But given the team size and game budget, that seems understandable.

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The trailers made it look very inconsistent
Agreed. But after years of dealing with downgrades and misleading marketing, isn't this actually refreshing? If you didn't have an agenda against the game, wouldn't this make you happy? Weaknesses aside, we are getting a pretty significant jump
 
Like I said, the light grey rocks are the weakest asset. There just isn't enough detail on it and it doesn't blend well with foliage. They've also messed up cubemap alignment in some areas. I wish Gamersyde had captured more NPCs, as the lowest tier models milling about are quite poor quality. But given the team size and game budget, that seems understandable.

ibMsUq93pmo0Fqip.jpg
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Agreed. But after years of dealing with downgrades and misleading marketing, isn't this actually refreshing? If you didn't have an agenda against the game, wouldn't this make you happy? Weaknesses aside, we are getting a pretty significant jump
My feelings for this game are kinda neutral.
Some things are good, others are not so good.
I'll still play it eventually if they patch a way to skip the mandatory touch pad things (or add a way to do them with stick + buttons) so I can use the Acess Controllers, I like the scenery and setting of the game.
 
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