But it’s another port with stutter problems.

Ghostwire: Tokyois a game with many surprises in terms of its technical make-up.

It’s especially common in Unreal Engine 4 titles - and unfortunately, it impacts Ghostwire: Tokyo too.

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On PC and PlayStation 5, ray traced reflections steal the show.

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Where RT shadows aren’t used, PS5 uses PC’s medium shadow map preset.

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And lastly there are the ray traced shadows on PS5, which use the low setting.

The console version uses FSR 1.0 for upscaling, and I’d replace that with TSR or DLSS.

I think the ray traced reflections in this game are well implemented.

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There are solutions to this issue - so I remain hopeful that something can be done about it.

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