Tokyo on PC and found the best settings – Iron on DTF

RT-mappings are well implemented, but play is hindered by stators – a real headache of titles on UE4.

Experts from the technical division of Eurogamer tested the mystical action from the Tango Gameworks studio on a PC. Experts compared the game with the PS5 version, evaluated the implementation of racing and upscaling technology TSR, as well as found optimized settings. They chose the main thing from the video.

Ray tracing

  • Hardware retracing has surpassed all other visual features of Ghostwire: Tokyo, according to DF columnist Alex Battalia.
  • Most of the gameplay takes place in the dark on the street, where there are many neon signs and lanterns, and it often rains and puddles form. Due to this, RT-reflections are revealed in full, providing a very spectacular and colorful picture.
  • Ray-traced displays are very demanding on video card resources and affect the frame rate, even the smallest settings.
  • Reflections on transparent surfaces are realized without the use of ray tracing, but with the use of SSR and cubic maps.
  • In some cases, RT-shadows are used in the game. However, according to Battalia, this is so rare that for his optimized settings, he recommends disabling this option in the settings.

Scaling technologies

  • Ghostwire: Tokyo supports three upscaling technologies: DLSS, FSR 1.0 and TSR – Temporal Super Resolution, which Epic Games developed for Unreal Engine 5 and first implemented in The Matrix Awakens.
  • Tests have shown that upscaling TSR provides higher image quality than FSR 1.0.
  • TSR does not keep up with the results of DLSS, especially on complex elements such as fast-moving objects in the distance or hair, but the work of algorithms is still impressive.
  • Battalia stressed that he is not 100% sure that Ghostwire: Tokyo uses the TSR technology that Tango Gameworks apparently used on the UE4 engine. The expert could not verify this personally, because the utility Unreal Engine 4 Unlocker for some unknown reason does not support the game.
  • However, in the game settings, the developers wrote that this is a TSR from Unreal Engine. In addition, the option scales the image so well that there is no doubt about the implementation of this technique.
  • DF separately compared DLSS and TSR. In general, he was impressed by the technology, which, he said, is not inferior to more modern NVIDIA AI algorithms.
  • If you compare technologies more closely, the advantage of DLSS becomes obvious, in particular, when processing small objects. In addition, the maintenance effect is observed during the operation of the TSR.
  • Battalia advised players without DLSS-enabled graphics cards to use TSR instead of FSR. The expert was also surprised that the PS version of Ghostwire: Tokyo uses AMD’s upscaling technology, given that the TSR works much better.


  • Ghostwire: Tokyo has become another game on UE4, in which due to the compilation of shaders there are micro-brakes.
  • All actions performed for the first time in the game are accompanied by a statter. According to Battalia, players can even anticipate them just before using a new ability for the first time or interacting with an object they haven’t seen before.
  • Battalia stressed that there are fewer similar slowdowns than in other UE4 games he has tested recently. For comparison, in the first 34 minutes in Shadow Warrior 3 there were 82 statters, while in Ghostwire: Tokyo – 28 in the same time.
  • The expert hopes that developers from Tango Gameworks will find a solution to this problem, for example, will begin to at least partially pre-compile shaders for each location at boot time.
  • With the exception of these slowdowns, the game works stably and without other obvious technical problems.
  • Ghostwire: Tokyo’s download speed is high and almost no different from the PS5. Battalia believes that players will only be happy if the downloads become a little longer, but the slowdown due to the compilation of shaders will disappear.

Comparison with PS5

  • On the PS5, the action works with visual settings that correspond to the “low-medium” preset on the PC.
  • Rendering global lighting in the screen space on the PS5 is worse than on a PC with low settings. This is manifested in the effect of graininess, which is manifested on the console – there is no such thing on a PC.
  • The quality of RT-reflection on the PS5 corresponds to the “low” preset on the PC.
  • Although the visual settings on the PS5 correspond to a combination of “low” and “medium” settings on a PC, they are not very different from the optimized preset that Battalia recommends.

Optimized settings for Ghostwire: Tokyo

  • Blur in motion – at the player’s choice
  • SSS quality – low / medium
  • Global coverage – SSGI
  • Quality of shadow maps – Average
  • Object loading distance – 2
  • Texture download quality – High
  • Ray tracing – On
  • Quality of RT-shadows – Off
  • RT-reflection quality – low
  • Raiting distance level – low
  • Upscaling technology – TSR / DLSS

Using optimized settings on a PC with an RTX 2060 video card increases the frame rate by 46% compared to the maximum settings. The image quality remains high.


Earlier, Digital Foundry conducted a technical analysis of Ghostwire: Tokyo on the PS5, evaluating the numerous graphics modes and choosing the best.

“The game has as many as 10 graphics modes and only two good” – in Digital Foundry tested Ghostwire: Tokyo on PS5

Editorial articles

Implementing reflections with ray tracing in the game is beyond praise.

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