Ghostwire: Tokyo PC Impressions – DLSS, FSR and Ray Tracing support confirmed

Following the extensive Ghostwire: Tokyo dev interview posted yesterday, we are now able to post our first impressions of the game. You may have seen other posts uploaded with previews yesterday, but these were made on the PlayStation 5 version of the game. Unfortunately, as part of Sony’s timed exclusivity deal with Bethesda prior to Microsoft’s acquisition, even previews of the PC version were delayed by a day. Fortunately, the review embargo will be the same for both platforms.

Anyway, I have some pretty good news about Ghostwire: Tokyo on PC. First, the game supports multiple upscaling technologies, from Unreal Engine’s Super Temporal Resolution (TSR) to NVIDIA DLSS (Deep Learning Super Sampling) and AMD FSR (FidelityFX Super Resolution). You’ll want at least one of these enabled if you also want to enable ray tracing effects, such as shadows and reflections. Both are particularly suited to the atmosphere since Ghostwire: Tokyo takes place entirely at night (at least from what I’ve seen), right in the center of the neon-lit streets of the Japanese capital.

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As you can see from the screenshots below, there is a decent amount of graphics settings, such as the ability to adjust ray tracing kill distance and shadow map quality, texture scattering, subsurface scattering and global illumination. You can also disable motion blur, which I generally recommend, and luckily Ghostwire: Tokyo supports both uncapped frame rate and exclusive fullscreen mode. Once you enable HDR mode, the brightness slider will update to allow adjustment of the maximum luminance and UI luminance level. These settings should be mandatory in 2022 games, but even big titles sometimes lack them, so it’s always nice to see them.

Finally, although I can’t personally confirm it due to lack of hardware requirements, the developers have told us that Ultrawide displays are supported in Ghostwire: Tokyo.

Having a PC powered by an RTX 3090 graphics card (and a 12700KF processor), I opted for NVIDIA DLSS on the balanced preset. This provided a satisfying performance, but not entirely devoid of instances of stuttering. Again, this isn’t the final build, and we don’t have the optimized Game Ready driver yet either.

Visually, Ghostwire: Tokyo can look good at times, but I have one big gripe and one small gripe. The most minor is that there is no setting to remove chromatic aberration, although this can be fixed via modding after launch on PC. The main one is that the game’s rain effect looks pretty bad, to the point where I’ve often wished I could turn it off somehow. Unfortunately it is raining heavily which would do wonders for the atmosphere if not for this issue.

I won’t talk too much about the game itself due to the closeness to launch, leaving most of the details to be discussed in the review. Suffice to say, the preview build included access to the first two chapters of Ghostwire: Tokyo. It’s in the latter of the two that Akito can finally begin his exploration of this strange version of the city, but only after clearing the nearby Torii gates. This is because the city is entirely engulfed in an evil fog that has turned normal people into spirits. Having been possessed by KK isn’t a problem for Akito, but fog can still damage him, essentially forcing players to clear Torii gates if they want to enter a specific area still shrouded in fog.

Ghostwire: Tokyo Q&A – ‘We’re fine with this game; We’re open to doing DLC’

Exploration is definitely one of the game’s strengths. As the developers revealed in our interview, Ghostwire: Tokyo makes full use of the vertical element of the city. Thanks to the helpful Tengu, legendary Yokai with avian characteristics, Akito can use his new powers to attack the roofs. But many buildings also allow you to climb stairs or find other clever ways to go up (or down, as there are also underground paths).

The combat is also a lot of fun, and I’m happy to report that the PC version fully supports the unique features of the DualSense controller. The developers at Tango Gameworks spoke enthusiastically about the haptic feedback and adaptive triggers, which further enhance the player’s immersion in the main character. Even the touchpad is used to perform Exorcism Seals, though at times I found it unresponsive to my commands and had to switch to using the regular sticks.

Check back for our Ghostwire: Tokyo review in the coming days.