Ghost of Yotei dev details technical leap on PS5 (can now load millions of assets)

Who said anything about YouTube? I'm just trying to understand what they meant


They said they would have a dedicated piece on the differences, so I doubt it's just PSSR
.... what exactly is not clear? Means the game has a lot more assets not possible on ps4.
 
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Or maybe they just to want to inform people like you who said it's graphically the same of the ps4 version?

People should be able to see it, then there would be no need to explain things like that.

Truth would be: "We had small budget (for US standards) so we reused tons of assets, didn't make a lot of new ones and used power of the next gen console to improve draw distance compared to our last PS4 game".
 
So they set
Draw distance: from medium to ultra
Effects quality: from medium to ultra
No, I think they're just explaining the new ability to switch from present to past quickly in the game. A bit like The Medium and Ratchet. This wasn't really possible on a PS4 with that fidelity.
 
People should be able to see it, then there would be no need to explain things like that.

Truth would be: "We had small budget (for US standards) so we reused tons of assets, didn't make a lot of new ones and used power of the next gen console to improve draw distance compared to our last PS4 game".
They said the exact opposite... people it's not able to see the difference with raytracing and prebaked, not exactly a news.
 
.... what exactly is not clear? Means the game has a lot more assets not possible on ps4.
The specific count of assets, man. Without counting each blade as an individual asset, the "millions" number wouldn't make sense. That's it. I never said anything about polygons or what I see on compressed YouTube. I haven't even taken a good or bad stance on it here. There's no doubt this is doing a lot more than GoT in terms of scale and vistas
 
Remember the time when PlayStation developers were able to make massive jumps between their games on the same hardware?



6iuqApQkpLfB3c9T.jpg
lR37zyOjHfzeHSSw.jpg


Jump from Infamous 1 to Infamous 2 was also massive. What happened Sucker Punch?
 
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Ok, but how about the enemy AI?
How about new gameplay ideas? New physics? Destruction? NPC behavior?

This is as DLC a game as ive seen from a major developer. They literally did nothing for the last 5 years. And now they are bitching about not having a big budget. Bitch, you had 5 years. you made infamous 2 in 2 years, and infamous second son in 3 years. both with major graphics and gameplay changes.
 
The specific count of assets, man. Without counting each blade as an individual asset, the "millions" number wouldn't make sense. That's it. I never said anything about polygons or what I see on compressed YouTube. I haven't even taken a good or bad stance on it here. There's no doubt this is doing a lot more than GoT in terms of scale and vistas
You are seriously thinking they are talking of a single blade of grass or leaf? I guess more variety of trees at the worst, type of grass, npcs, building, weapons, armors, animals and so on.
 
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Remember the time when PlayStation developers were able to make massive jumps between their games on the same hardware?



6iuqApQkpLfB3c9T.jpg
lR37zyOjHfzeHSSw.jpg


Jump from Infamous 1 to Infamous 2 was also massive. What happened Sucker Punch?

one of the top comments on Intergallactic's youtube trailer mocks the trailer outline 'brought to you by the studio that gave you Crash, Jak and Daxter, Uncharted and Last of Us.'. The comment pointed out that its more like brought to you by the studio that forced out all the people that made the games you love.

the talent that made these studios what they are is long gone. The people left just target native 4k and call it a day. ND used to hack the playstation just to get more memory to get better graphics and animations. now they dont even bother fully utilizing the GPU. instead wasting it rendering on native 4k. Too focused on pushing their woke agenda to focus on graphics and gameplay innovations.
 
Sony seems pretty confident to have reviews be out a week before release.

Personally, watching the recent trailers on my 65 inch tv, the game is easily on the best looking games I have ever seen and I am pretty sure the game will look even better when I am play it next year( unfortunately not buying on release as I just don't have the time to do so:(. )
 
Remember the time when PlayStation developers were able to make massive jumps between their games on the same hardware?



6iuqApQkpLfB3c9T.jpg
lR37zyOjHfzeHSSw.jpg


Jump from Infamous 1 to Infamous 2 was also massive. What happened Sucker Punch?


that makes me want to do a 3rd run through on UC2, easily one of the best playstation games ever.. man i miss Drake
 
It's that time again when Gaf developers give their expert opinions on games development and graphics. With their vast experience and technical knowledge. Why waste time with articles from actual game developers???
Because we are the ones that have to fork over the money for the product so it's fair for us to judge it?

Ya give suckerpunch 600+ developers and years of development time like shadows had and then we can make that point. The comparison makes absolutely 0 sense.
As a consumer I don't care how many people developed a game when you're charging the same price for it. If one $70 AAA game looks worse technically than another $70 AAA game, it's fair to call it out.
 
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Sony seems pretty confident to have reviews be out a week before release.

Personally, watching the recent trailers on my 65 inch tv, the game is easily on the best looking games I have ever seen and I am pretty sure the game will look even better when I am play it next year( unfortunately not buying on release as I just don't have the time to do so:(. )
Schitts Creek No GIF by CBC
 
Ghost of Tsushima was one of the best looking games on PS4, the 3 you mentioned were not to say the least.
Hard disagree.

Dude sushima was 80% art design prowess, valhalla, ratchet remake and hellbalde were all equal if not better looking.
You leave aside all that grass moving with the wind and oversaturated camp of flowers and the game was pretty mid a lot of times.

Tsushima was never one of the best looking game of the gen, graphically wise.

If there was a sony sequel that needed a huge boost in fidelity to keep up with nextgen games, it was clearly tsushima.
 
one of the top comments on Intergallactic's youtube trailer mocks the trailer outline 'brought to you by the studio that gave you Crash, Jak and Daxter, Uncharted and Last of Us.'. The comment pointed out that its more like brought to you by the studio that forced out all the people that made the games you love.

the talent that made these studios what they are is long gone. The people left just target native 4k and call it a day. ND used to hack the playstation just to get more memory to get better graphics and animations. now they dont even bother fully utilizing the GPU. instead wasting it rendering on native 4k. Too focused on pushing their woke agenda to focus on graphics and gameplay innovations.
what a bunch of terrible takes, ND are one of the best studios in the business, surpassed only imo by R* in technical & artistic ability
 
Hard disagree.

Dude sushima was 80% art design prowess, valhalla, ratchet remake and hellbalde were all equal if not better looking.
You leave aside all that grass moving with the wind and oversaturated camp of flowers and the game was pretty mid a lot of times.

Tsushima was never one of the best looking game of the gen, graphically wise.

If there was a sony sequel that needed a huge boost in fidelity to keep up with nextgen games, it was clearly tsushima.
you say this like art design and style doesn't matter
 
Hard disagree.

Dude sushima was 80% art design prowess, valhalla, ratchet remake and hellbalde were all equal if not better looking.
You leave aside all that grass moving with the wind and oversaturated camp of flowers and the game was pretty mid a lot of times.

Tsushima was never one of the best looking game of the gen, graphically wise.

If there was a sony sequel that needed a huge boost in fidelity to keep up with nextgen games, it was clearly tsushima.
go back and read through the argument. he's been consistently moving goalposts. he will dismiss whatever you have to say by simply moving goalposts again. its the oldest trick in the book. dont fall for people who argue in bad faith.
 
How about new gameplay ideas? New physics? Destruction? NPC behavior?

This is as DLC a game as ive seen from a major developer. They literally did nothing for the last 5 years. And now they are bitching about not having a big budget. Bitch, you had 5 years. you made infamous 2 in 2 years, and infamous second son in 3 years. both with major graphics and gameplay changes.
Exactly. I personally don't care if the graphics don't change, but at the very least change things up in the gameplay department.
 
This game would make the ps4 blow up. And sucker punch had the same budget as the previous game and are not a big studio meaning that expecting them to release a graphical powerhouse the likes of GTA6 etc was dumb. Game looks phenomenal and is going to have high scores.
I can see it maybe blowing up my PS2.

From a trailer:

MTEcQt9W7Qm5mIUa.png
 
you say this like art design and style doesn't matter
It matter, but we can also distinguish between technical prowess and art design prowess, they already had the art design locked in, they just needed to amp up the fidelity and they missed the mark miserably.

We already know that some scenes in yotei are gonna be awe inspiring, but you don't have wind moving grass and camp of flowers for a big part of the game so you art design can only help you that much, that's when you need the fideoity, to help with the most dull scenes.

Shadows is probably way duller than yotei, but it look always great because they amped up the fidelity (too bad their characters and animations still kinda sucks)

Horizon was also considered one of the best looking open world for a while (2 years younger than tsushima and it wasn't really a worse looking game at all) and it got a huge upgrade in fidelity with the sequel.
 
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go back and read through the argument. he's been consistently moving goalposts. he will dismiss whatever you have to say by simply moving goalposts again. its the oldest trick in the book. dont fall for people who argue in bad faith.
Sometimes you have to win multiple battles to win a war.

(Erika ishii 2022)
 
You are seriously thinking they are talking of a single blade of grass or leaf? I guess more variety of trees at the worst, type of grass, npcs, building, weapons, armors, animals and so on.
That wouldn't add up to 10s of thousands simultaneously visible on screen. The only way to reconcile that comment without brushing it off as hyperbole is if we treat every instance of everything as an asset on screen, which can technically be argued as a true statement if you consider each instance of a blade or small cluster of blades as an asset.

We can now load millions of assets, with tens of thousands visible on-screen at once.
 
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That wouldn't add up to 10s of thousands simultaneously visible on screen. The only way to reconcile that comment without brushing it off as hyperbole is if we treat every instance of everything as an asset on screen, which can technically be argued as a true statement if you consider each instance of a blade or small cluster of blades as an asset.
Maybe it wasn't possible tech wise before the ps5 on console stuff like this? Where is the hyperbole?
 
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Maybe it wasn't possible tech wise before the ps5 on console stuff like this? Where is the hyperbole?
Do you think they are rendering 10s of thousands of "variety of trees at the worst, type of grass, npcs, building, weapons, armors, animals and so on" simultaneously on screen?

If they count the blades of grass, then yes, they will easily hit 10s of thousands. If not, then it's hyperbole.
 
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Do you think they are rendering 10s of thousands of "variety of trees at the worst, type of grass, npcs, building, weapons, armors, animals and so on" simultaneously on screen?

If they count the blades of grass, then yes, they will easily hit 10s of thousands. If not, then it's hyperbole.
Maybe it wasn't possible tech wise before the ps5 on console stuff like this? Probably you missed this sentence? If tech wise was unachievable on ps4 where is the hyperbole? You ever code on ps4 base?
 
Maybe it wasn't possible tech wise before the ps5 on console stuff like this? Probably you missed this sentence? If tech wise was unachievable on ps4 where is the hyperbole? You ever code on ps4 base?
Can you in your own words describe what you think I was trying to say? Did I use the word PS4 or PS5 even once in my posts? You seem to be arguing for the sake of arguing and going off on tangents
 
They said the exact opposite... people it's not able to see the difference with raytracing and prebaked, not exactly a news.

It's not that hard really. And this game is not exactly a great show of pre baked lighting - NO GAME with dynamic TOD can be. They should have used RTGI...

AC Unity has amazing pre baked lightning but that is thanks to fixed time of day.
 
It's not that hard really. And this game is not exactly a great show of pre baked lighting - NO GAME with dynamic TOD can be. They should have used RTGI...

AC Unity has amazing pre baked lightning but that is thanks to fixed time of day.
FW (and DS2?) is probably the best I've seen of pre-baked lighting with dynamic TOD. Would still look much better with RTGI, but I'm just saying that's probably as far as pre-baked can go.
 
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FW (and DS2?) is probably the best I've seen of pre-baked lighting with dynamic TOD. Would still look much better with RTGI, but I'm just saying that's probably as far as pre-baked can go.

Yeah, but I think they still use many fixed bakes and smooth transitions between them. In first game this was very obvious but second game got many more time of day "zones" and better transition between them.
 
Can you in your own words describe what you think I was trying to say? Did I use the word PS4 or PS5 even once in my posts? You seem to be arguing for the sake of arguing and going off on tangents
What exactly you want to hear? I think I was quite clear. They reported now they can load milions of more assets not possible on ps4. Maybe you want to hear they count every leaf or blade grass? Let's say it's the case. They claimed it wasn't possible in the past generation, what change to you? Isn't it a tech statement?
 
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Yeah, but I think they still use many fixed bakes and smooth transitions between them. In first game this was very obvious but second game got many more time of day "zones" and better transition between them.
Yep. I believe they have a GI solution just for an additional light bounce on top of the fixed bakes. It seems they doubled it for FW compared to ZD? At least that's what google tells me.

I think GT7 would be next in my list, though the scope is much more limited.
 
What exactly you want to hear? I think I was quite clear. They reported now they can load milions of more assets not possible on ps4. Maybe you want to hear they count every leaf or blade grass? Let's say it's the case. They claimed it wasn't possible in the past generation, what change to you? Isn't it a tech statement?

You are clear. But you are arguing points that I never made, so I was checking if you even understood my point. I'm not even interested in the PS5 vs PS4 debate or what was or wasn't possible last generation. I've said my piece on that months ago. I've made peace with the game's graphics as it is now and am neither criticizing nor defending it. I just wanted to understand what they really meant by "millions" and "10s of thousands on screen". If every instance of a foliage asset is counted, then yes, the numbers make sense. If not, it doesn't. That's all.

Take this shot for instance. One of the best shots in the game right? The only way to agree that they are showing 10s of thousands of assets simultaneously on screen is by counting every instance, i.e, every single tree and blade (or clump) of grass. If you start counting by types of assets, it would be in the 100s. Nothing wrong with counting every instance per se. Just making sure that's what she meant.

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Generally when people talk about assets on screen, it doesn't include foliage or particles as they are heavily instanced. But she would still be technically correct in making that claim.
 
I feel like I'm missing something. Yotei is a clear graphical step over Tsushima:



Is it some huge, jaw dropping step up? No, but what recent sequel has been? The only one that even comes to mind is Death Stranding 2? I never dug into comparisons, but I did hear people say that game looked amazing.

This seems like noticeable improvements for a studio that had the same budget and project timeline. Whether the game will be any good or not, I make no bets. But it looks like it will be pleasant to look at. I'll check it out on Steam when it eventually gets there.

Not to mention GoT was 30fps on a PS4 and GoY is 60fps with these better visuals. The game isn't visually groundbreaking but it's still a looker.
 
You are clear. But you are arguing points that I never made, so I was checking if you even understood my point. I'm not even interested in the PS5 vs PS4 debate or what was or wasn't possible last generation. I've said my piece on that months ago. I've made peace with the game's graphics as it is now and am neither criticizing nor defending it. I just wanted to understand what they really meant by "millions" and "10s of thousands on screen". If every instance of a foliage asset is counted, then yes, the numbers make sense. If not, it doesn't. That's all.

Take this shot for instance. One of the best shots in the game right? The only way to agree that they are showing 10s of thousands of assets simultaneously on screen is by counting every instance, i.e, every single tree and blade (or clump) of grass. If you start counting by types of assets, it would be in the 100s. Nothing wrong with counting every instance per se. Just making sure that's what she meant.

ptHV3W6MiTqMM7Q9.png



Generally when people talk about assets on screen, it doesn't include foliage or particles as they are heavily instanced. But she would still be technically correct in making that claim.
I take your words in a good faith, I can't surely know in every details of what they are talking about but this make me think stuff like this was absolutely not possible in the past on the screen simultaneously and for them is a great achievement. I don't think it's just hyperbole if I can say.
 
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I take your words in a good faith, I can't surely know in every details of what they are talking about but this make me think stuff like this was absolutely not possible in the past on the screen simultaneously and for them is a great achievement. I don't think it's just hyperbole if I can say.
In terms of scale, you are right. It certainly wouldn't be possible on PS4. The sheer draw calls would cripple it. They would have to claw back draw distance so significantly that those sweeping vistas would not look good anymore and they would have to resort to other means of rendering foliage or restrict field of view. My claim about hyperbole was simply with regard to the counts in the actual game on PS5. Do they actually load millions of assets and show 10s of thousands of assets on screen... or not? That was the only question I posed. For which you responded with compressed youtube, PS4 vs PS5 etc. None of that has anything to do with what I said. Lol.
 
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