Assassin's Creed Shadows - PS5 Pro vs PS5 Review - One Of The Best Upgrades For The System

00:12:13
https://www.youtube.com/watch?v=UxzpAluabec

Resumo

TLDRAssassin's Creed Shadows, the first mainline entry since AC Valhalla, is designed exclusively for current-gen consoles. The PS5 Pro version offers substantial enhancements over the base PS5, particularly through improved ray tracing features like rtgi that elevate the lighting quality significantly. In terms of performance, both consoles aim for 60fps, yet frame rate drops occur in some areas. Overall, the Pro version presents a much more visually rich experience with detailed environments, while still facing some common issues like pixel crawl. Players will find that the Pro upgrade substantially enhances the gameplay experience, with more immersive visuals and satisfying combat mechanics.

Conclusões

  • 🎮 Assassin's Creed Shadows is a major entry for the series since Valhalla.
  • ✨ PS5 Pro showcases significant visual enhancements over the base PS5.
  • 💡 Ray Traced Global Illumination (rtgi) boosts lighting quality profoundly.
  • 📉 Both consoles experience occasional frame rate drops despite target performance metrics.
  • 🌍 The game features a beautifully realized open world, enhancing player immersion.
  • ⚔️ Combat is designed to be simple yet satisfying and visceral.
  • 🚀 The Pro upgrade markedly improves the overall gameplay and visual fidelity.
  • 🔍 Visual quality remains generally comparable but with some distinct advantages for the Pro.
  • 💬 Ubisoft's technology implementation creates a more lively environment with dynamic effects.
  • 🌟 The PS5 Pro upgrade is considered one of the most transformative for recent titles.

Linha do tempo

  • 00:00:00 - 00:12:13

    Overall, AC Shadows on PS5 Pro introduces revolutionary improvements, especially with the addition of RTGI, resulting in engaging visual effects that elevate the gameplay experience. However, while the Pro offers enhanced visual settings like shadow resolution and foliage density in quality mode, it lacks RT reflections in performance mode. Instead, it primarily utilizes screen space reflections, which can miss detail. The new balanced mode on Pro presents an alternative for players seeking a stable 40fps, though it compromises on certain visual details compared to quality mode. This latest addition from Ubisoft is arguably one of the most compelling upgrades seen on PS5 Pro, highlighting the importance of technical advancements in gameplay and immersion, while showcasing the transformative potential of ray tracing technologies.

Mapa mental

Vídeo de perguntas e respostas

  • What is Assassin's Creed Shadows?

    It's the first mainline entry in the Assassin's Creed series since 2020's AC Valhalla, built exclusively for current-gen consoles.

  • How does the PS5 Pro version compare to the PS5?

    The PS5 Pro version has significant improvements in lighting and ray tracing effects, making the visuals noticeably better.

  • What is rtgi and how does it affect gameplay?

    Ray Traced Global Illumination (rtgi) enhances lighting fidelity, creating a more realistic and immersive environment.

  • Are there any performance issues on either console?

    Both consoles experienced occasional frame rate drops, especially in certain scenes, despite aiming for consistent performance.

  • Is ray tracing available on both consoles?

    Yes, both consoles feature rtgi, but only the PS5 Pro has RT Reflections in quality mode.

  • How smooth is the gameplay?

    On both consoles, gameplay performance generally targets 60fps, although there are exceptions in complex scenes.

  • What makes the visuals on the PS5 Pro stand out?

    The PS5 Pro offers enhanced lighting, improved object shading, and a generally more vibrant appearance compared to the base PS5.

  • Is the gameplay experience affected by the upgrade?

    Yes, the Pro upgrade significantly enhances the visual and performance quality, impacting the overall gameplay experience positively.

  • What additional features does the Pro version have?

    The Pro version includes better shadow resolution, more detailed foliage, and dynamic environmental effects.

  • Do both versions look similar in quality?

    While both versions aim for high-quality visuals, the PS5 Pro has notable advantages in lighting and detail.

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  • 00:00:03
    Assassin's Creed Shadows is a game with
  • 00:00:05
    pretty extreme expectations it's the
  • 00:00:07
    first Mainline series entry since 2020s
  • 00:00:10
    AC Valhalla the first AC game built
  • 00:00:12
    exclusively for current genen consoles
  • 00:00:15
    and it's a game that probably needs to
  • 00:00:17
    be a big commercial success for baguer
  • 00:00:19
    publisher Ubisoft we've seen how the
  • 00:00:22
    game meets technical expectations on the
  • 00:00:24
    original Trio of current genen consoles
  • 00:00:27
    but this is a title with some
  • 00:00:28
    substantial Pro enhancement
  • 00:00:30
    highlighted by additional rate tracing
  • 00:00:32
    so how does AC Shadows fa on Pro is this
  • 00:00:36
    an iterative upgrade or revolutionary
  • 00:00:44
    one Shadows has one of the largest Pro
  • 00:00:47
    upgrades we've seen so far the key mode
  • 00:00:50
    here is the performance mode and the Big
  • 00:00:53
    Boost comes down to rtgi the pro has it
  • 00:00:56
    and the PS5 doesn't the PS5 Pro gets a
  • 00:00:59
    lavish p mass of per pixel rtgi bouncing
  • 00:01:02
    light through each space to capture a
  • 00:01:04
    realistic indirect diffuse lighting
  • 00:01:06
    response in a lot of scenes the game is
  • 00:01:09
    totally transformed just look at how
  • 00:01:11
    accurately shaded the barrels are here
  • 00:01:13
    how pockets of shade Bloom towards the
  • 00:01:15
    base of the bamboo stocks the game just
  • 00:01:18
    looks so great on PS5 Pro in these
  • 00:01:20
    instances the PS5 in contrast looks
  • 00:01:23
    overly flat and compressed during these
  • 00:01:25
    scenes with a more uniform lighting
  • 00:01:27
    response foliage is a particular sore
  • 00:01:30
    point the ps5s lighting solution fails
  • 00:01:32
    to capture the subtle occlusion you get
  • 00:01:34
    from Bunches of leafy Greenery giving it
  • 00:01:37
    a dull artificial look running through
  • 00:01:39
    this Forest Area the difference is
  • 00:01:41
    unbelievably vast with a generational
  • 00:01:43
    divide in lighting Fidelity the base
  • 00:01:46
    console is apparently using an evolution
  • 00:01:48
    of the baked GI solution from prior
  • 00:01:50
    Anvil engine titles but it largely fails
  • 00:01:53
    to capture the kind of lighting detail
  • 00:01:55
    that we've seen in recent Assassin's
  • 00:01:56
    Creed games like 2023 is Mirage Shadows
  • 00:02:00
    is a much larger game and achieving good
  • 00:02:02
    lighting Fidelity without rtgi is more
  • 00:02:05
    challenging Shadows baked GI also
  • 00:02:07
    doesn't adapt to changes in the
  • 00:02:09
    environment like when we open and close
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    this door unlike the pro code the
  • 00:02:14
    addition of rtgi is ultimately a pretty
  • 00:02:16
    huge uplift over the base console in a
  • 00:02:19
    lot of lighting conditions the PS5 pro
  • 00:02:21
    version almost looks like a totally
  • 00:02:23
    different game but one consequence of
  • 00:02:25
    that rtgi call is that image quality on
  • 00:02:28
    Pro isn't really improved over the base
  • 00:02:30
    machine both suffer from considerable
  • 00:02:32
    pixel crawl even at rest blocky patterns
  • 00:02:35
    emerge on moving edges and
  • 00:02:36
    transparencies are poorly upscaled with
  • 00:02:39
    obvious signs of a low resolution Source
  • 00:02:42
    I've disabled chromatic aberration and
  • 00:02:43
    motion blur for these comparisons to
  • 00:02:45
    provide the clearest picture Ubisoft
  • 00:02:48
    stated pre-launch that both PS5 Pro and
  • 00:02:51
    PS5 in their performance modes would use
  • 00:02:53
    an upscaling process to hit 4K and that
  • 00:02:56
    seems to be borne out by the final code
  • 00:02:58
    as well the upsampling produces somewhat
  • 00:03:00
    variable results though in terms of
  • 00:03:02
    achieving a sharp 4K appearance internal
  • 00:03:05
    resolutions and light scenes on both
  • 00:03:07
    consoles hovered around 1080p in
  • 00:03:10
    gameplay in my tests the rtgi is
  • 00:03:12
    apparently eating up most of the
  • 00:03:14
    additional margin of GPU time on the pro
  • 00:03:16
    but some of ubisoft's pre-launch pro
  • 00:03:19
    promises haven't quite materialized in
  • 00:03:21
    the finished game Ubisoft said that the
  • 00:03:23
    game would use pssr upscaling on Pro in
  • 00:03:26
    press material published last September
  • 00:03:28
    but the pro version of the game doesn't
  • 00:03:31
    carry the Hallmarks of pssr upscaling
  • 00:03:33
    the secluded detail is fizzly not
  • 00:03:36
    blurred The Edge detail is very sharp
  • 00:03:38
    and in general the image has artifacting
  • 00:03:40
    that is more in line with analytical
  • 00:03:42
    techniques than machine learning based
  • 00:03:45
    ones the most obvious evidence of course
  • 00:03:48
    is just the fact that the PS5 and pro
  • 00:03:50
    look so incredibly similar in image
  • 00:03:52
    quality terms in my tests the PC version
  • 00:03:55
    with Anvil's taau proves a pretty close
  • 00:03:58
    match for both ps5s
  • 00:04:00
    so it looks like that's the solution of
  • 00:04:01
    choice on both consoles presumably
  • 00:04:04
    Ubisoft found this was a better solution
  • 00:04:06
    in total for the game and pssr Beyond
  • 00:04:09
    the rate tracing boost on Pro the game
  • 00:04:11
    has pretty similar visual settings on
  • 00:04:13
    both machines draw distances Shadow
  • 00:04:15
    resolution and other common tweakables
  • 00:04:17
    seem to be about the same on both
  • 00:04:19
    consoles frame rates here landed at
  • 00:04:21
    consistent 60fps there are exceptions
  • 00:04:24
    some moments in the introductory
  • 00:04:26
    sequence cause significant frame rate
  • 00:04:27
    drops and occasionally open world
  • 00:04:29
    reversal can provoke a minor dip cut
  • 00:04:32
    scenes run at 30 FPS as does The Hideout
  • 00:04:34
    area The Hideout presumably runs at a
  • 00:04:36
    lower update to accommodate the
  • 00:04:38
    potential for greater player created
  • 00:04:40
    complexity and to provide space for the
  • 00:04:42
    addition of rtgi on the base PS5
  • 00:04:45
    sometimes moving the camera rapidly can
  • 00:04:47
    also cause a slight frame rate drop
  • 00:04:50
    where I think the game's DRS system is
  • 00:04:51
    just not quite keeping pace for that
  • 00:04:53
    moment the base console is very similar
  • 00:04:55
    in my experience logging frame rate dips
  • 00:04:57
    of a similar magnitude in the same
  • 00:04:59
    moments that's kind of surprising given
  • 00:05:02
    that Ray tracing often imposes
  • 00:05:03
    substantial CPU demands it's common for
  • 00:05:06
    PS5 pro games with Ray tracing to run at
  • 00:05:09
    a slightly choppier clip than their more
  • 00:05:11
    heavily rasterized PS5 counterparts
  • 00:05:14
    overall I think AC Shadows is
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    tremendously improved on Pro even if
  • 00:05:18
    image quality and performance remain
  • 00:05:19
    imperfect the addition of rtgi is an
  • 00:05:22
    absolute GameChanger here if possible it
  • 00:05:25
    would be nice to see rtgi on the base
  • 00:05:27
    console even if it meant taking a big
  • 00:05:29
    Clarity hit or other settings
  • 00:05:31
    compromises Shadows really feels like it
  • 00:05:34
    was built with rtgi tech as a visual
  • 00:05:42
    [Music]
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    Baseline but there is one bit of rate
  • 00:05:47
    tracing nicity that neither console gets
  • 00:05:49
    in performance mode the reflections look
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    good when you can simply rely on SR but
  • 00:05:54
    when we push the camera down here we get
  • 00:05:56
    the usual basic Cub map fallback which
  • 00:05:59
    is of aligned poorly and low resolution
  • 00:06:02
    the PS5 Pro doesn't provide RTI
  • 00:06:04
    Reflections to fix this in the
  • 00:06:06
    performance mode unfortunately but
  • 00:06:08
    quality mode is a different story here
  • 00:06:10
    we see another rate tracing split
  • 00:06:12
    between the consoles both have rtgi but
  • 00:06:15
    only the PS5 Pro gets RT Reflections in
  • 00:06:18
    practice though the effectiveness of the
  • 00:06:20
    reflections is a bit limited there isn't
  • 00:06:22
    much detail in the reflections revealing
  • 00:06:25
    a fairly crude approximation of the
  • 00:06:27
    world in the bvh even on AIP water
  • 00:06:30
    surface it's evident that the Fidelity
  • 00:06:32
    to actual in-game assets isn't really
  • 00:06:34
    there it's kind of hard to tell at times
  • 00:06:36
    but foliage doesn't appear to animate in
  • 00:06:38
    the reflections as well the biggest
  • 00:06:40
    issue here though is that the AR
  • 00:06:41
    Reflections suffer from a lot of Poppin
  • 00:06:44
    it can be quite distracting further a
  • 00:06:46
    field the RTI Reflections are colorless
  • 00:06:48
    textureless Silhouettes and very distant
  • 00:06:50
    geometry isn't represented at all
  • 00:06:53
    perhaps as a consequence Shadows mainly
  • 00:06:55
    relies on an SSR technique to fill in
  • 00:06:57
    specular detail on water surfaces even
  • 00:06:59
    when RT Reflections are turned on more
  • 00:07:02
    granular detail including skinned
  • 00:07:04
    objects are represented only in screen
  • 00:07:06
    space I do think that the rate tracing
  • 00:07:09
    is a decent perspective correct fallback
  • 00:07:11
    to use when screen space information
  • 00:07:13
    isn't available but it doesn't seem to
  • 00:07:15
    make an especially transformative
  • 00:07:17
    difference most of the time outside of
  • 00:07:19
    the RT Reflections Divergence other
  • 00:07:21
    visual settings appear fairly similar
  • 00:07:23
    rtgi is present on both machines and
  • 00:07:26
    generally looks pretty comparable at
  • 00:07:28
    times though there are some pretty
  • 00:07:29
    substantial improvements from the added
  • 00:07:31
    specular detail on Pro from the
  • 00:07:33
    additional Ray tracing other tweakables
  • 00:07:35
    seem pretty similar across both machines
  • 00:07:38
    without an obvious Divergence in my
  • 00:07:39
    tests image quality is generally
  • 00:07:42
    comparable across both machines neither
  • 00:07:44
    is perfect they both offer a less
  • 00:07:46
    artifact written image than their
  • 00:07:48
    performance mode counterparts I expect
  • 00:07:50
    taou is again in use here owing to the
  • 00:07:54
    similar image quality quirks between the
  • 00:07:56
    various mode and console configurations
  • 00:07:58
    resolution is between the two machines
  • 00:08:01
    though I spotted a small Pro advantage
  • 00:08:03
    in the shots I counted performance is
  • 00:08:05
    very good here expect a lock 30 FPS in
  • 00:08:07
    the vast majority of gameplay including
  • 00:08:10
    cutcenes battle sequences traversal and
  • 00:08:12
    The Hideout the game can drop a frame in
  • 00:08:15
    some circumstances but it's generally a
  • 00:08:17
    very consistent performer base PS5
  • 00:08:19
    offers essentially the same update here
  • 00:08:21
    with strong performance as well if we
  • 00:08:23
    Circle back to the performance mode and
  • 00:08:25
    compare the two PS5 Pro modes directly
  • 00:08:28
    there are some obvious settings
  • 00:08:29
    differences Shadow resolution is
  • 00:08:31
    upgraded in the quality mode as its
  • 00:08:33
    foliage density performance mode also
  • 00:08:36
    appears to drop the game strand based
  • 00:08:37
    hair during gameplay though it is
  • 00:08:39
    present in cutcenes in both modes rtgi
  • 00:08:42
    is present at a similar quality level in
  • 00:08:44
    the two modes but only the quality mode
  • 00:08:47
    features RT Reflections as well image
  • 00:08:50
    quality is another key area of
  • 00:08:51
    Divergence as the quality mode is less
  • 00:08:54
    prone to pixel crawling serrated edges
  • 00:08:56
    and other visual Gremlins it can also
  • 00:08:58
    appear slly sharper in some
  • 00:09:00
    circumstances too but there is one final
  • 00:09:03
    mode available on Pro a 40fps mode
  • 00:09:06
    that's only available at 120 HZ output
  • 00:09:09
    in a lot of games this would basically
  • 00:09:11
    function as a slightly downgraded
  • 00:09:13
    quality mode but here it's more like an
  • 00:09:15
    extended performance mode rtgi is in but
  • 00:09:18
    RT Reflections are out interestingly
  • 00:09:21
    this is another shift from some of the
  • 00:09:23
    pre-launch press materials which said
  • 00:09:25
    that the balanced mod on Pro would
  • 00:09:27
    feature both rtfx elsewhere the visual
  • 00:09:30
    selecta come in somewhere between the
  • 00:09:32
    other two modes quality mode and
  • 00:09:34
    balanced mode both use strand based hair
  • 00:09:36
    during gameplay for instance but Shadow
  • 00:09:39
    map resolution in balanced mode is
  • 00:09:41
    similar to the performance mode relative
  • 00:09:43
    to the PS5 balanced mode where basically
  • 00:09:45
    at parody here in terms of visual
  • 00:09:47
    settings both have rtgi no RT
  • 00:09:50
    Reflections and fall on the same side of
  • 00:09:53
    the hair rendering and Shadow map divide
  • 00:09:55
    I can't really compare image quality
  • 00:09:57
    directly owing to capture limitation on
  • 00:09:59
    my capture system but pixel counts do
  • 00:10:02
    suggest a higher resolution on Pro and
  • 00:10:04
    it does look cleaner as well both are
  • 00:10:06
    upsampling to 4K so they produce a sharp
  • 00:10:09
    final image both consoles basically nail
  • 00:10:11
    their 40fps updates here with a
  • 00:10:14
    consistent 40fps in typical play again
  • 00:10:17
    there are two main exceptions cutcenes
  • 00:10:19
    and The Hideout area both of which run
  • 00:10:21
    at 30
  • 00:10:27
    FPS I came away from Assassin's Creed
  • 00:10:30
    Shadows really impressed with the
  • 00:10:32
    technical package that Ubisoft has
  • 00:10:34
    assembled there's so many neat technical
  • 00:10:37
    touches here from the dynamic wind and
  • 00:10:40
    particle systems that make the world
  • 00:10:41
    feel alive to the Metal Gear Rising
  • 00:10:44
    Stell environmental slicing to the
  • 00:10:46
    headlining virtualized geometry and rtgi
  • 00:10:49
    effects Shadows presents a beautifully
  • 00:10:51
    realized open world environment that
  • 00:10:53
    really draws you in and it's up there
  • 00:10:56
    with the most convincing worlds in video
  • 00:10:58
    games it's a lot of fun to play as well
  • 00:11:01
    with simple but satisfying combat that
  • 00:11:03
    is delightfully visceral the PS5 pro
  • 00:11:06
    upgrade here is pretty enormous in its
  • 00:11:08
    60fps performance mode which honestly
  • 00:11:10
    looks generationally improved over its
  • 00:11:13
    space console counterpart the rtgi does
  • 00:11:15
    seem to have a considerable performance
  • 00:11:17
    impact here but it's absolutely critical
  • 00:11:19
    for lighting in this particular title
  • 00:11:22
    it's hard to overstate how diminished
  • 00:11:24
    the game is without the technique
  • 00:11:26
    quality mode and balanced mode get more
  • 00:11:28
    moderate boost
  • 00:11:29
    the headlining change here is the
  • 00:11:31
    addition of RT Reflections which do make
  • 00:11:34
    Reflections look more accurate when
  • 00:11:36
    screen space information isn't available
  • 00:11:38
    ultimately though the performance mode
  • 00:11:40
    offers a really compelling combination
  • 00:11:43
    of visual quality and good frame rates
  • 00:11:45
    that's hard to beat and I suspect that's
  • 00:11:47
    what most players will prefer in that
  • 00:11:49
    context this is possibly the most
  • 00:11:52
    transformative PS5 pro upgrade we've
  • 00:11:55
    seen so far if you enjoyed this video
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Etiquetas
  • Assassin's Creed
  • Shadows
  • PS5 Pro
  • Ray Tracing
  • Game Performance
  • Graphics
  • Game Review
  • Ubisoft
  • Lighting Fidelity
  • Video Games