Sucker Punch has spelled out how Ghost of Yōtei achieves its sweeping, readable vistas with out choking efficiency: prolong sightlines, transfer occasion administration to the GPU, and cull aggressively earlier than the G-buffer, by means of an evidence delivered by Adrian Bentley, Director of Programming, by way of the PlayStation Weblog. The studio says distant mountains are “baked” into textures for higher-detail show, whereas the GPU-compute renderer now permits roughly double the quantity of grass and renderable gadgets—chopping scenes with “over a million” timber/rocks/bushes all the way down to about 60,000 attracts for the ultimate picture.
“From a technical perspective, touchdown that feeling required longer sight strains, that means higher rendering for grass, terrain and mountains into the space,” Bentley added.
To scale this up, the group depends on procedural-assisted authoring and GPU compute job chains (occlusion culling → reminiscence allocation → filling draw data), minimizing CPU involvement and solely studying again what’s wanted to sew the body’s command lists. Those self same pipelines additionally generate runtime components like broad flower fields, so density can rise with out CPU bottlenecks.
Interactivity is equally deliberate. A weapon-sweep “lower buffer” renders every body and is sampled by cuttable geometry, letting Atsu slice by means of grass, flowers, and small crops whereas spawning context-aware particles above the lower line. In snowy biomes, a terrain tessellation and displacement buffer combo deforms deep snow underneath footsteps, rolls, and fight, and even knocks snow off timber/bushes: completed with a delicate screen-space sparkle impact.
Atmospherics acquired a giant improve versus Tsushima’s engine. As a result of Mt. Yōtei is usually wrapped in fast-moving cloud cowl, the group renders clouds in entrance of geometry utilizing depth-aware cloud maps and parallax scrolling (with triple-frame mixing to curb artifacts). By storing common depth and squared depth per texel, the renderer computes how a lot clouds ought to occlude mountains. Native volumetric fog volumes, accelerated by PS5 FP16 paths, decide up crepuscular rays utilizing a light-space cloud shadow map, with artists capable of place rays for extra frequent shafts of sunshine.
Ghost of Yōtei’s world tech isn’t a single trick however a stack, baked distant element, GPU-first occasion processing, focused readbacks, and material-aware interactions, that lets the artwork route breathe whereas preserving body instances underneath management.
Ghost of Yotei is now out there for the PS5 and PS5 Professional. It’s one of many yr’s finest video games and a must-play for followers of Tshushima.

