{"id":10253,"date":"2022-05-15T16:03:08","date_gmt":"2022-05-15T19:03:08","guid":{"rendered":"https:\/\/mastertrend.info\/?p=10253"},"modified":"2026-04-28T17:07:15","modified_gmt":"2026-04-28T20:07:15","slug":"ghostwire-tokyo-analisis-tecnico","status":"publish","type":"post","link":"https:\/\/mastertrend.info\/en\/ghostwire-tokyo-analisis-tecnico\/","title":{"rendered":"Ghostwire Tokyo technical analysis"},"content":{"rendered":"<p><a href=\"https:\/\/bethesda.net\/es\/game\/ghostwire-tokyo\" target=\"_blank\" rel=\"noopener\">Ghostwire Tokyo<\/a> Technical analysis: Goodbye \u201cold gen\u201d<\/p>\n<h2>Ghostwire Tokyo technical analysis: Goodbye to \u201cold gen\u201d<\/h2>\n<p>A few days ago we published the analysis of Ghostwire Tokyo, a highly anticipated game that is considered the great &quot;spiritual heir&quot; of The Evil Within license. I am not speaking without foundation, Ghostwire Tokyo was going to be The Evil Within 3, but in the end there was a <strong>a considerable change of course that led us to something completely new<\/strong>And I say this because, clearly, both in terms of setting and approach and story, Tango GameWorks&#039; latest release has seemed to me to be a breath of fresh air in the hackneyed genre of first-person action games. I was pleased, and quite a bit.<\/p>\n<div>\n<p>Beyond the story and the gameplay, I must admit that I was eagerly awaiting the release of Ghostwire Tokyo as it was shaping up to be a <a href=\"https:\/\/mastertrend.info\/en\/tips-for-measuring-performance-in-games-2\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"883\">game<\/a> of the latest generation. Tango GameWorks <strong>has not had to deal with the restrictions imposed by the &quot;old generation&quot; in its progress<\/strong>, and the truth is that I was quite eager to see how this would affect the game on a technical level, especially in such important points as the difficulty of the geometry, the quality of the texturing and the size of the levels.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter wp-image-306998 size-full\" title=\"Ghostwire Tokyo, technical analysis: Goodbye &quot;old gen&quot; 29\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo Technical Analysis: Goodbye &quot;old gen&quot;, hello &quot;next gen&quot; 28\" width=\"1222\" height=\"620\" \/><\/p>\n<p>On the other hand, Ghostwire Tokyo is also a game that creates a huge interest on a technical level because it uses ray tracing. <a href=\"https:\/\/mastertrend.info\/en\/gmail-problems-in-chrome\/\" data-wpil-monitor-id=\"68\" target=\"_blank\">applied<\/a> to reflections and shadows, and by the fact that<strong> incorporates DLSS, FSR and TSR<\/strong>As our more advanced readers will know, we are talking about three <a href=\"https:\/\/mastertrend.info\/en\/boston-dynamics-atlas\/\" data-wpil-monitor-id=\"858\" target=\"_blank\">technologies<\/a> image rescaling that works in a very different way:<\/p>\n<ul>\n<li>DLSS reconstructs and rescales the image using AI (artificial intelligence) to select and combine the best frames, using both unique and temporal elements.<\/li>\n<li>FSR uses a simple, fixed algorithm that rescales the image using only unique elements.<\/li>\n<li>The TSR is a much more advanced rescaling than the previous one, since it rescales the image using exclusive and temporary elements, but it does not need <a href=\"https:\/\/mastertrend.info\/en\/27-oled-gaming-monitor-2\/\" data-wpil-monitor-id=\"513\" target=\"_blank\">hardware<\/a> dedicated.<\/li>\n<\/ul>\n<p>Before starting the analysis, I remind you that <strong>You can enlarge all the images<\/strong> by clicking on them, and you can also open them in different windows to compare them in a much more direct and easy way.<\/p>\n<h3>Ghostwire Tokyo: The \u201cnext gen\u201d effect is making itself felt<\/h3>\n<p>From the moment we start having fun we are with <strong>a special recreation of the popular Shibuya crossing,<\/strong> And that first scene is more than enough to realize that we are facing a new generation title that certainly breaks with the main restrictions imposed by the &quot;old gen&quot;. As we continue through the game, the feeling that we are facing a &quot;next gen&quot; game is accentuated, especially when we can contemplate Tokyo from above. The breadth of the environment, and the quality of it, are sensational.<\/p>\n<p>The quality and <strong>The difficulty of geometry is superb<\/strong>, even in the most remote and smallest elements and elements, and <strong>At no time are we with those &quot;dirty&quot; textures<\/strong> (poor quality) that are a tradition in intergenerational titles. Without going any further, this was a notable drawback in recent games, such as <a href=\"https:\/\/mastertrend.info\/en\/25-great-games-for-pc-with-low-requirements\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"6\">Dying Light<\/a> 2 and Resident Evil Village, and now I talked to you about this in their corresponding specialist analyses.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306996\" title=\"Ghostwire Tokyo, technical analysis: Goodbye &quot;old gen&quot; 30\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894109_385_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>To illustrate this we only need to take a look at the scene in the hospital bed. Notice how carefully each and every detail is taken care of, so much so that<strong>and even the folds of the sheet can be seen<\/strong> in bed. <strong>The geometry of each and every element is at an optimal level.<\/strong>, even the more complex ones like the remote control next to the television, the vase of flowers and the machine that tracks heart rate.<strong> We can check Tokyo through the window<\/strong> with an effect so true that it could easily pass for a photo.<\/p>\n<p>Everything I just said in the previous paragraph applies to each and every situation in the game. You only have to look at the quality of both the level modeling and the elements that populate them, as well as the texturing of the images that we are going to observe now when we delve deeper into ray tracing. Personally, <strong>I like to highlight the level of geometry that shows the different items of clothing spread throughout the initial scene.<\/strong>, since they are quite complicated and in other titles a considerably easier geometry and a flat texture would have been solved.<\/p>\n<p>Yeah, <strong>Ghostwire Tokyo \u201ctastes\u201d like \u201cnext gen\u201d from the first moment<\/strong>, and unlike Dying Light 2, it doesn&#039;t require ray tracing to achieve this. The entire game itself is a work of art on a graphical level, and I&#039;m clear that it wouldn&#039;t have been feasible to move that level of appearance to the &quot;old gen&quot;. In the attached image that you will find below these lines, that of the vending machine, you can also clearly see the difference that the geometry makes, and it happens that the modeling of bottles and cans is almost perfect.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306990\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 31\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894110_975_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<h3>Ghostwire Tokyo and ray tracing: Reflections create a unique experience, shadows, not so much<\/h3>\n<p>At Ghostwire Tokyo, ray tracing is <a href=\"https:\/\/mastertrend.info\/en\/10-disposable-emails\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"1111\">apply<\/a> only to the reflections and shadows. If we deactivate the two changes, we will find some <strong>screen space reflections<\/strong> quite well done, although with each and every one of the restrictions inherent to this technique, which means that certain elements will suddenly and meaninglessly disappear when moving the camera, that several reflections will not occur correctly and that we will also have a very marked mirror effect, even on rough surfaces.<\/p>\n<p>Turn on ray tracing <a href=\"https:\/\/mastertrend.info\/en\/block-websites\/\" data-wpil-monitor-id=\"615\" target=\"_blank\">applied to reflections marks an optimization<\/a> very large, so much so that the images speak for themselves. Look at both images of the Shibuya crossing, in the first we see ray tracing enabled, and in the second we have it disabled. With that <a href=\"https:\/\/mastertrend.info\/en\/most-valuable-company-in-the-world-2\/\" data-wpil-monitor-id=\"1016\" target=\"_blank\">technology<\/a> activated <strong>We have a higher proportion of reflected elements,<\/strong> In fact, several of them are not shown in the scene without ray tracing, such as the cars on the right, which are somewhat isolated, for example.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306997\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 32\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894111_882_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>But that&#039;s not all, reflections also develop much more realistically and have a simply amazing quality. Ray tracing lets you see<strong> even reflexes actively<\/strong>, like the screen with <strong>the news communicator on the move<\/strong>, something you can see in the video at the end of the article, and it perfectly differentiates the reflections generated on much more reflective surfaces, such as puddles of water, from those that occur on rough surfaces, such as wet asphalt. In this way, the reflections in the puddles are much more intense and have a more marked mirror touch, while the others have a duller and less clear finish.<\/p>\n<p>All of this causes the ray-traced reflections to add a significant layer of realism to the city of Tokyo, and everything around us. Other surfaces, such as cars and trucks, also develop realistic reflections thanks to ray tracing, and in a much cleaner way. Overall I&#039;m pretty clear, Ghostwire Tokyo is <strong>Among the games that have best used ray tracing <a href=\"https:\/\/mastertrend.info\/en\/history-of-changes-in-instagram\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"1372\">applied<\/a> to reflexes.<\/strong><\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306986\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 34\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894114_579_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>In the following images you can continue observing the great difference that the <a href=\"https:\/\/mastertrend.info\/en\/intel-arc-alchemist-2022\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"585\">ray tracing<\/a> applied to reflections in Ghostwire Tokyo. In the first two images, where we look towards the sidewalk with the sound guides for blind people, we see that ray tracing creates <strong>Highly realistic and moving reflections<\/strong>, but in addition to this it achieves that differentiating effect on surfaces that we mentioned, avoiding the generation of a mirror effect on rough surfaces.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306978\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 36\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894116_771_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>Both of the following images are another clear demonstration of the good performance of ray tracing. <a href=\"https:\/\/mastertrend.info\/en\/how-many-friends\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"1409\">applied<\/a> in reflections. In this scene from Ghostwire Tokyo we have <strong>a myriad of reflections that fall on different surfaces<\/strong> and they are generated at different distances, which creates a complicated situation that ray tracing solves in a fabulous way, distinguishing between surfaces, fine-tuning the intensity of the reflections depending on the distance and the area and avoiding the generation of that mirror effect that we have when disabling ray tracing, and that causes even a black bag to produce an exaggerated reflection.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306982\" title=\"Ghostwire Tokyo, technical analysis: Goodbye &quot;old gen&quot; 38\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894118_473_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>Moving on, Tango GameWorks did an incredible job with both lighting and shadows. Even with ray tracing <a href=\"https:\/\/mastertrend.info\/en\/microsoft-copilot-recommendations-for-using-ai-in-windows-2\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"508\">applied<\/a> with shadows off, the immersion and look of Tokyo is sublime, which <strong>makes it advisable to prioritize ray tracing applied to reflections<\/strong> if we have a device that is not very strong and we only have the possibility of leaving between the 2 changes.<\/p>\n<p>However, this does not mean that using ray tracing applied to shadows does not represent any <a href=\"https:\/\/mastertrend.info\/en\/speed-up-slow-windows-computer-11-ways\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"1482\">optimization<\/a>. That <a href=\"https:\/\/mastertrend.info\/en\/windows-11-wont-eject-external-hard-drive\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"550\">optimization<\/a> <strong>It exists, but it costs a little more to see it.<\/strong>, and if we are moving this becomes even more difficult. Look at both images below these lines, in the first we have applied ray tracing to the shadows, and in the second we have not. With ray tracing both the shoe and the coffee cup cast a shadow, and generally the scene has a much darker and more realistic finish.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306984\" title=\"Ghostwire Tokyo technical analysis: Goodbye to &quot;old gen&quot; 40\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894120_115_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>In the next situations we will examine it in a much more extensive way. The first one shows Ghostwire Tokyo with ray tracing applied to shadows, and the second one without it. <a href=\"https:\/\/mastertrend.info\/en\/the-secrets-of-xai-colossus\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"165\">technology<\/a>. Look at that <strong>on the balconies of the back block<\/strong>, to the right of the red sign. These develop<strong> shadows in accordance with the truth<\/strong>, and the same thing happens with our sign, and with other elements such as traffic signs, the fences located on the sides of the sidewalks and even the red cone, which receives the shadow of the fence.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306994\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 42\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894122_478_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>We can also see visible differences in the scene with the baby carriage. Note the shadow cast by the carriage, and also the shadows created by the other elements in the scene. With ray tracing enabled, the sharpness of the shadows is greater, and we can also see that the clothes and bag shown in the background develop <strong>shadows disappearing when disabling ray tracing.\u00a0<\/strong>Personally, this scene was one of those that best reflects what ray tracing can offer when applied to shadows indoors, although unfortunately it does not always work equally well, as we will see in the next paragraph.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306991\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 44\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894124_140_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<p>In these last 2 images the ray tracing applied to shadows marks <strong>a much smaller difference than it should be<\/strong>, something that is a consequence of an integration that, as I have previously commented, is not as successful as the ray tracing applied to reflections. That scene gives considerably more than what we observe, since in it only the shading of certain elements is slightly improved, such as the legs of the table, but not the shadows emitted by the elements present in it.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306988\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 46\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894126_567_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo\" width=\"2000\" height=\"1125\" \/><\/p>\n<p>&nbsp;<\/p>\n<h3><strong>Rebuilding, and upscaling, Tokyo: NVIDIA DLSS vs. AMD FSR<\/strong><\/h3>\n<p>Ghostwire Tokio es un t\u00edtulo que, como hemos dicho, funciona con NVIDIA DLSS, AMD FSR y TSR. Ahora les he explicado al comienzo del <a href=\"https:\/\/mastertrend.info\/en\/clipboard-history\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"344\">product<\/a> exactly what all these technologies are about, so now is the time to see what difference they make and what results they offer. I remind you that if you do not have a <a title=\"How to choose a graphics card 2022\" href=\"https:\/\/mastertrend.info\/en\/how-to-choose-a-graphics-card-2\/\" target=\"_blank\">graphic card<\/a> GeForce RTX 20 or higher, <strong>you will only be able to turn on the FSR or the TSR.<\/strong><\/p>\n<p>TSR provides image quality halfway between FSR and DLSS. It is superior to the former, but inferior to NVIDIA&#039;s solution, which would make us think that it is the second best option, and yes, <strong>It is in terms of quality, but not performance,<\/strong> since it achieves a <a href=\"https:\/\/mastertrend.info\/en\/chris-titus-for-windows\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"126\">optimization<\/a> lower than FSR, especially on higher quality modes, so keep that in mind, especially if your device is a bit tight on moving Ghostwire Tokyo.<\/p>\n<p>As far as NVIDIA&#039;s DLSS is concerned, this <a href=\"https:\/\/mastertrend.info\/en\/running-an-ai-model-on-xbox-360\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"1675\">technology<\/a> Spectacular performance in Ghostwire Tokyo. The reconstruction and rescaling work that it achieves is so good that, even in performance mode, it is capable of delivering a result <strong>very close to what we would get with native resolution<\/strong>. If we use DLSS in quality mode in Ghostwire Tokyo we will get a higher result than the <a href=\"https:\/\/mastertrend.info\/en\/neural-texture-compression\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"3827\">native resolution<\/a>, thanks to the good reconstruction work that makes the elements much smaller and more distant.<\/p>\n<p>To make it much easier for you to appreciate the differences between DLSS and FSR in different quality methods, I have attached a series of comparative images where you can observe them in a single scene face to face. <strong>You can enlarge the images with a simple click and open them in a separate tab or download them to see them much larger<\/strong>In each and every one of them I indicate the DLSS and FSR configuration, and remember that in each and every one of the cases Ghostwire Tokyo was configured to the quality limit, and with ray tracing active and at the limit.<\/p>\n<div id=\"attachment_306969\" class=\"wp-caption aligncenter\" style=\"width: 2010px;\">\n<p><img decoding=\"async\" class=\"wp-image-306969 size-full\" title=\"Ghostwire Tokyo, technical analysis: Goodbye &quot;old gen&quot; 49\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894128_776_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo technical analysis: Goodbye old gen, hello next gen 48\" width=\"2000\" height=\"1032\" aria-describedby=\"caption-attachment-306969\" \/><\/p>\n<p id=\"caption-attachment-306969\" class=\"wp-caption-text\">FSR Performance vs DLSS Performance<\/p>\n<\/div>\n<div id=\"attachment_306968\" class=\"wp-caption aligncenter\" style=\"width: 2010px;\">\n<p>&nbsp;<\/p>\n<p id=\"caption-attachment-306968\" class=\"wp-caption-text\">Native in front of DLSS in quality mode<\/p>\n<\/div>\n<div id=\"attachment_306967\" class=\"wp-caption aligncenter\" style=\"width: 2010px;\">\n<p><img decoding=\"async\" class=\"wp-image-306967 size-full\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 53\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894130_903_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo Technical Analysis: Goodbye Old Gen, Hello Next Gen 52\" width=\"2000\" height=\"1025\" aria-describedby=\"caption-attachment-306967\" \/><\/p>\n<p id=\"caption-attachment-306967\" class=\"wp-caption-text\">DLSS performance vs FSR performance<\/p>\n<\/div>\n<div id=\"attachment_306965\" class=\"wp-caption aligncenter\" style=\"width: 2010px;\">\n<p>&nbsp;<\/p>\n<p id=\"caption-attachment-306965\" class=\"wp-caption-text\">FSR ultra quality vs DLSS quality<\/p>\n<\/div>\n<h3>Ghostwire Tokyo: Performance and item consumption<\/h3>\n<p>To finish our technical analysis of Ghostwire Tokyo we are going to focus on its performance, and also on the consumption of game elements. To offer you a more extensive view in this regard, we have used <strong>a <a href=\"https:\/\/mastertrend.info\/en\/rtx-3080-ti-mining-ethereum-2\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"685\">graphic card<\/a> of prominent performance<\/strong>, the GeForce RTX 3080 Ti, <strong>and also a standard quality graphics card<\/strong>, the GeForce RTX 3050.<\/p>\n<p>These are the<strong> device information<\/strong> on which we have moved Ghostwire Tokyo:<\/p>\n<ul>\n<li>Windows 10 Pro 64-bit OS.<\/li>\n<li>Ryzen 7 5800X (Zen 3) processor with eight cores and sixteen threads at 3.8 GHz-4.7 GHz.<\/li>\n<li>Gigabyte X570 Aorus Ultra motherboard.<\/li>\n<li>32 GB of <a href=\"https:\/\/mastertrend.info\/en\/camm2-new-standard-of-ram\/\" data-wpil-monitor-id=\"1105\" target=\"_blank\">RAM memory<\/a>\u00a0Corsair Vengeance RGB Pro SL at 3,200 MHz CL16 (4 modules).<\/li>\n<li>Corsair iCUE H150i Elite Capellix White cooling system with three 120mm Corsair ML RGB fans.<\/li>\n<li>RTX 3080 Ti Founders Edition graphics card with 12GB of GDDR6X and GeForce RTX 3050 with 8GB of GDDR6 memory.<\/li>\n<li>Sound BlasterX AE-5 Sound Card Added.<\/li>\n<li>SSD Samsung Evo 850 de 500 GB (S.O.).<\/li>\n<li><a href=\"https:\/\/mastertrend.info\/en\/intel-ssd-pcie-5\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"941\">PCIE SSD<\/a> Corsair MP400 4TB NVMe.<\/li>\n<li>2TB Corsair MP600 Core PCIE NVMe SSD.<\/li>\n<li>Seagate 2TB SHDD with 8GB SSD as cache.<\/li>\n<li>Corsair AX1000 80 Plus Titanium power supply with 80 Plus Titanium certification.<\/li>\n<li>Six Corsair iCUE QL120 RGB fans.<\/li>\n<li>Lightning Node Core and Commander CORE for monitoring <a href=\"https:\/\/mastertrend.info\/en\/raspberry-pi-5\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"46\">fans<\/a> and also lighting.<\/li>\n<li>Corsair 5000D Airflow chassis.<\/li>\n<\/ul>\n<p>The <a href=\"https:\/\/mastertrend.info\/en\/geforce-rtx-3090-ti-llega-al-mercado\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"881\">GeForce RTX<\/a> 3050 is capable of running Ghostwire Tokyo smoothly at 1080p at maximum quality with ray tracing disabled, and thanks to DLSS as well <strong>gives a special experience in 1440p<\/strong>. When we activate ray tracing, the impact that this technology has on performance is huge, and we need DLSS to compensate for it.<\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306973\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 57\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894132_430_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo Technical Analysis: Goodbye Old Gen, Hello Next Gen 56\" width=\"1197\" height=\"801\" \/><\/p>\n<p>The GeForce RTX 3080 Ti <strong>reveals that he is on another level<\/strong>, and it is with the ability to move Ghostwire Tokyo even in native 1440p with ray tracing to the limit without breaking a sweat, although it is true that we also observed a huge impact on performance when turning that on <a href=\"https:\/\/mastertrend.info\/en\/seguridad-pluton-de-microsoft\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"718\">technology<\/a>. Afortunadamente, el DLSS en modo calidad es mucho m\u00e1s que bastante para compensarlo. Como nota curiosa, la GeForce RTX 3080 Ti va tan sobrada en 1440p que el DLSS en modo calidad solamente optimizaci\u00f3n el desempe\u00f1o, si bien <strong>decreases GPU utilization to the 75%.<\/strong><\/p>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306972\" title=\"Ghostwire Tokyo, technical analysis: Goodbye &quot;old gen&quot; 59\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894133_121_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo Technical Analysis: Goodbye Old Gen, Hello Next Gen 58\" width=\"1202\" height=\"802\" \/><\/p>\n<p>We now move on to learn about the central unit consumption of <a href=\"https:\/\/mastertrend.info\/en\/intel-comments-on-arrow-lake\/\" data-wpil-monitor-id=\"946\" target=\"_blank\">prosecution<\/a>Ghostwire Tokyo is a next-gen game that has not departed from the base of the previous generation of consoles, but despite everything we are with a very low use of the CPU, so much so that sometimes we move <strong>under the 30% with the Ryzen 7 5800X<\/strong>. At most, we get close to touching the 50% at specific moments, which means that:<\/p>\n<ul>\n<li>It&#039;s a game <a href=\"https:\/\/mastertrend.info\/en\/rtx-5080-fe-instability\/\" target=\"_blank\" rel=\"noopener\" data-wpil-monitor-id=\"3018\">GPU<\/a> bound.<\/li>\n<li>It doesn&#039;t require much more than 4 cores and 8 threads, but it does require an optimal IPC.<\/li>\n<\/ul>\n<p><img decoding=\"async\" class=\"aligncenter size-full wp-image-306974\" title=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot; 61\" src=\"https:\/\/mastertrend.info\/wp-content\/uploads\/2022\/04\/1650894134_733_Ghostwire-Tokyo-analisis-tecnico-Adios-old-gen.jpg\" alt=\"Ghostwire Tokyo technical analysis: Goodbye &quot;old gen&quot;, hello &quot;next gen&quot; 60\" width=\"1197\" height=\"797\" \/><\/p>\n<p>Regarding memory consumption, Ghostwire Tokyo recorded an average consumption of <strong>12GB RAM at 1440p<\/strong> and of <strong>almost 15 GB in 4K<\/strong>As far as graphics memory is concerned, at 1080p the average consumption was 6 GB of graphics memory at 1080p, a figure that rose to just over 7 GB of graphics memory at 1440p and to almost 8 GB at 4K.<\/p>\n<p>Rarely, with both the GeForce RTX 3050 and the GeForce RTX 3080 Ti the game tends to fill up much more graphics memory than it needs, and the consumption gradually increases until it occupies almost all the free graphics memory. Thus, although with the RTX 3080 Ti we started with a consumption of about 8 GB, in the end we end up turning around 11 GB. This is what I have explained to you on other occasions, <strong>The game does not require the use of 11 GB of graphics memory, but it uses it as a precaution.<\/strong><\/p>\n<p>Ghostwire Tokyo is fully upgraded to take full advantage of a strong SSD, something that can be seen not only in the loading times, which only last a few seconds, but also in how well the game&#039;s graphics engine works when creating new parts of the map as we visit them.<\/p>\n<p>Overall, I think Tango GameWorks did <strong>an incredible job on a technical level with Ghostwire Tokyo.<\/strong> It&#039;s true that there are some things that could be improved, especially in relation to the low use of the central processing unit and the GPU, which are generated in resolutions lower than 4K if we use a rescaler and deactivate ray tracing, but even with these &quot;stones in the shoe&quot; Ghostwire Tokyo has a fabulous ride and is capable of raising the bar as far as graphic quality is concerned.<\/p>\n<p>&nbsp;<\/p>\n<p>Read also : <a href=\"https:\/\/mastertrend.info\/en\/como-armar-una-pc-gamer\/\" target=\"_blank\">How to build a gaming PC<\/a>.<\/p>\n<p>&nbsp;<\/p>\n<\/div>","protected":false},"excerpt":{"rendered":"<p>Ghostwire details and specifications. Learn more now!<\/p>","protected":false},"author":1,"featured_media":10254,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ai_generated_summary":"","iawp_total_views":37,"jnews-multi-image_gallery":[],"jnews_single_post":[],"jnews_primary_category":[],"jnews_social_meta":[],"jnews_review":[],"enable_review":"","type":"","name":"","summary":"","brand":"","sku":"","good":[],"bad":[],"score_override":"","override_value":"","rating":[],"price":[],"jnews_override_counter":[],"footnotes":""},"categories":[329],"tags":[1585,1657],"class_list":["post-10253","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-gaming","tag-pcgaming","tag-videojuegos"],"_links":{"self":[{"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/posts\/10253","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/comments?post=10253"}],"version-history":[{"count":0,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/posts\/10253\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/media\/10254"}],"wp:attachment":[{"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/media?parent=10253"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/categories?post=10253"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mastertrend.info\/en\/wp-json\/wp\/v2\/tags?post=10253"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}