Tokyo on PS5 – Iron on DTF

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

Experts from the technical division of Eurogamer analyzed Ghostwire: Tokyo on the PlayStation 5. They evaluated the visual characteristics of the action, including the implementation of ray tracing, and tested all six (eight, ten) graphics modes available on the console. We chose the main thing from the video.

Visual component

  • In Ghostwire: Tokyo, Tango Gameworks switched from using its own STEM engine to Unreal Engine 4. The developers effectively used the engine’s capabilities, taking advantage of its key benefits, such as implementing a global lighting system with software beam tracing.
  • The game supports display with hardware ray tracing. Given that Ghostwire: Tokyo often rains, has a lot of wet surfaces and neon signs, the RT reflections look spectacular and are really noticeable when passing.
  • DF reviewers believe that the game looks much better with ray-tracing than it does without them.
  • Exceptions are reflections on transparent surfaces – they are created using the technique of cubic maps.
  • The game also implements shadows with re-tracing, but very selectively. In some scenes they are, and in others for some reason not. Experts could not understand on what principle the developers decided where to work RT-shadows, and where not.
  • Rendering global lighting in a screen space that uses beam tracing software is worse on the PS5 than on a PC. In particular, this is manifested in the effect of granularity, which is manifested on the console. Alex Battaliya said that he could not achieve a similar grain size on the PC, no matter what settings he tried.

Graphic modes

Ghostwire: Tokyo on the PS5 has six graphics modes, which in practice are converted to ten, given the ability to play on a display with a refresh rate of 120 Hz.

Quality mode

The DF noted that it is difficult to determine the exact resolution in Ghostwire: Tokyo due to intensive post-processing. However, apparently, the game works in “quality” mode at 1800p. This includes ray tracing and a frame rate of 30 fps.

According to experts, they would recommend this regime as the main one, if not for one significant disadvantage – the uneven distribution of personnel. Given that the game in this mode works at 30 fps, unstable framepacing can be distracting.

Performance mode

In it, the game runs at a fixed resolution of 1440p, apparently using AMD FSR upscaling technology to increase the resolution to 2160p. There are no ray tracing effects in this mode.

The frame rate in “performance” mode most of the time is in the range of 55-60 fps. However, in some locations there are sags of up to 30 fps, obviously related to the rendering of specific objects. Similarly, the frame rate in these scenes decreases in other modes.

Quality and enhanced frame rate mode

Presets with the HFR prefix (increased frame rate) are designed for displays with a refresh rate of 120 Hz. They remove the limit of 60 fps, due to which, according to the developers, should be achieved increased smoothness of the gameplay.

However, in the “Quality and enhanced framerate” mode, in which the game runs at 1080p, on average at 60-70 fps and with racing, vertical synchronization is disabled. As a result, there are numerous breaks in the screen, and there is no question of any smoothness of the picture.

I just can’t imagine who they did this regime to. Don’t use this preset unless for some reason you don’t like constant image breaks, no matter what you do in the game.

Alex Battalia

Digital Foundry browser

Performance and enhanced frame rate mode

In this mode, the settings are identical to the previous one, except for the lack of RT effects. The frame rate becomes higher, but the tiring remains.

Quality and Enhanced Frame Rate (VSync) mode

The only difference between this preset and its analogue is the use of vertical synchronization. Due to this, the gaps in the screen are leveled, but performance deteriorates. Yes, the frame rate is in the range of 55-69 fps.

Performance and Enhanced Framework (VSync) mode

A similar situation with the preset “productivity”. Activating vertical sync eliminates tiring, but reduces the frame rate to 75-90 fps depending on the scene. At the same time in closed spaces the figure can reach 120 fps.

“Unofficial” mode “Quality and enhanced frame rate (VSync)”

Players have four “additional modes” on 120 Hz displays. These are the same official presets with an increased frame rate, but provided that the user disables 120 Hz in the console settings, thus locked the frame rate at 60 fps.

In this case, modes without vertical synchronization are discarded immediately, because they increase the tiring even more. However, presets with Vsync are changing. Thus, in the mode “Quality and enhanced frame rate (VSync)” in almost all scenes, even the most demanding, remain almost stable 60 fps. And this is subject to the included RT-effects.

DF recommended this mode for everyone who plays on the 120 Hz screen.

“Unofficial” mode “Performance and enhanced frame rate (VSync)”

In this preset, the player loses fingerprints and shadows with ray tracing, but gets a more stable frame rate, which almost never falls below 60 fps. This mode in DF advised those who are very important that the fps does not sag. However, experts stressed that the RT effects in Ghostwire: Tokyo look phenomenal and should not be abandoned.


  • DF reviewers did not like the way the game was controlled by a controller. It seems that the developers have incorrectly adjusted the curves of deceleration and acceleration of the movement of the drains.
  • In the settings, you can adjust these parameters, thereby partially improving the ease of input.


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