I-Ghostwire: I-Tokyo kwi-PS5 kunye neendlela zayo zemizobo kuhlalutyo lwe-Digital Foundry
– Reviews Iindaba
Ghostwire: eTokyo uqhayisa nge PS5 ishumi ezahlukeneyo iindlela zegraphics, Kodwa yeyiphi engcono? UJohn Linneman uyasicacisela kuhlalutyo lobuchwephesha obungenakuthintelwa olwenzelwe lo msitho ngu Ukufunyanwa kwedijithali.
Ngegama elithi Ghostwire: ITokyo ineendlela ezintandathu zemizobo, kodwa xa ukhetha izinga lohlaziyo liza kudlala, iinketho ziba lishumi, kunye nokukhetha ukwenza umkhondo laser kwezinye iimeko.
Le yokugqibela ithatha oko kwabonwa kwi-PC, isebenzisa imiboniso kunokuba nje izithunzi kwaye isebenzise i-preset esezantsi ngokomgangatho ukuze kugcinwe ukusebenza okuqinileyo, kodwa kulungiswe kwi-30fps kunye nesantya sefreyimu engahambelani kunye nesisombululo esibonakala silingana ne-1800p.
Ngelishwa, imeko ayiphucukanga kakhulu ngokuya kwi-60 fps kunye ne-1440p kwaye ngaloo ndlela ivale umkhondo we-ray, kuba ulwelo lujika lube lukhuni kwaye siyifuna ngokwenene i-VRR ekudala ilindelwe, eya kufika kwiinyanga ezizayo. Dlala i5.
Imodi evumela ukuba zombini iifreyimu ze-60 kunye ne-ray tracing igijima kwi-1080p kwaye ibonakala isebenza kakuhle, nangona kukho amaxesha apho, kwakhona, kukho ukuhla okubonakalayo. Ngoko ke yeyiphi eyona ndlela ilungileyo yokulalanisa? Imowudi ye-120 fps kodwa ngesandla itshixe yonke into kwi-60fps.
Imvakalelo, ngokufutshane, kukuba i-Ghostwire: I-Tokyo (apha uphononongo lwethu) isafuna umsebenzi omninzi malunga nokulungiswa kunye / okanye i-VRR ekhankanywe ngasentla ukoyisa izinto ezibaluleke kakhulu zangoku.
SOURCE: Uphonononga Iindaba
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