The PlayStation offering on PC continues to grow. Some of the best experiences that in the past could only be played on Sony consoles are now available to millions of players. This wasn’t an overnight process, and there were a couple of hiccups, but there’s no questioning the fact that the latest ports offer us a high level of quality and customization. A few days ago it arrived Ghost of Tsushima: Director’s Cut to Steam and, once again, Nixxes Software was in charge of bringing the Sucker Punch experience to a new audience, and you can learn more about this installment here. In this way, I spent the last few days playing this new version of the title that came to PS4 four years ago, and here I tell you how it is.
Last May 16th it finally arrived Ghost of Tsushima: Director’s Cut to PC, and I have good news. Gone are the days of chaos that were the launches of titles like Horizon Zero Dawn and Days Gone. Nixxes Software has done a great job, and considering what they accomplished with Horizon Forbidden West in March, they have found a way to homogenize the technical section and the user experience.
First of all, it is important to mention that I currently have an Asus laptop with 16 GB of RAM and an NVIDIA 3050 graphics card with an Intel i5 processor, which places it above the minimum specifications that need to be played. Ghost of Tsushima: Director’s Cut on PC, but just a little below the recommended requirements to enjoy this experience in all its splendor. That is, it is mid-range hardware. Even so, I can assure you that my experience was positive, even surpassing what I experienced with Horizon Forbidden West.
Now, with the homogenization of the technical section, I mean that Nixxes Software has managed to create standard parameters in its ports, ensuring that the customization experience, and all the tools at our disposal, are the same between each game. Of course, the graphics engine and hardware of each user are factors that will determine how well each section within our reach works, but this reduces the pressure on developers, and will allow games of this type to come out much faster.
Starting with the visual section, Ghost of Tsushima It was already an impressive game, both on PS4 and PS5, and on PC we see high-quality work that, with the right team, can surpass what was originally seen in 2020. What surprised me most on this occasion is that, to difference from my experience with Horizon Forbidden West I didn’t have to modify the game much to have optimal performance.
From the first moment I played with the default options on high, and although the frame rate dropped below 30fps, this only happened in areas with a lot of foliage or in the small towns that we found throughout Tsushima. It wasn’t a perfect experience, but it wasn’t a huge problem either, and visually the textures, ambient occlusion, shadows, and everything looked perfect. Along with this, I also tried options at a midpoint, where the frame rate was usually positioned at 40fps, and drops below 30fps were very rare, although they did happen occasionally.
The only detail I could notice was that the shadows acted strangely. While playing, some areas are too dark, and shadows on certain objects start to flicker, which is very noticeable. In the case of some cutscenes, specifically those that are pre-rendered, this can be noticeable on the characters’ faces, which I hope will be fixed in a future patch.
Of course, if your hardware doesn’t allow you to run with the default options, you can always modify each possible section to create an experience that is optimal for you. Here we find once again with DLSS, or Deep Learning Super Sampling Technology, which is focused on providing the best possible performance without spending so many PC resources. Ghost of Tsushima: Director’s Cut It allows the frame rate to be fixed at 30fps, 60fps, and up to 144fps, of course, with possible drops depending on what you have activated. However, it is also possible to choose an option in which the DLSS takes complete charge of this section, and choose to focus on performance, visual quality, or find a middle point between these two. As always, the final result will depend entirely on your components.
Once again, support for the DualSense is included in this port, and it is a very well done job. What caught my attention the most is the fact that the controller pad works just like its PlayStation counterpart. The only detail is that the integration with adaptive triggers has to be configured, and it is not something that comes by default on Steam.
What caught my attention the most this time is how good the port works from the first moment you start the adventure. Even with my equipment, I was able to enjoy Ghost of Tsushima: Director’s Cut with good performance without many drawbacks. Unlike Horizon Forbidden Westwhere I had to experiment until I found the options that worked best for me, this did not happen with the work of Sucker Punch, and I was able to focus on what was most important, enjoying this fantastic adventure from beginning to end.
If you don’t have a PlayStation 4 or PlayStation 5, you have to play Ghost of Tsushima: Director’s Cut on PC. This version not only includes the base experience, but the Iki Island expansion, as well as Legends multiplayer. In this section, the game requires you to use a PlayStation Network account, but if you are only focusing on the single-player section, you do not need to create and use such a profile.
As always, the final result will depend a lot on your hardware, but with a mid-range PC, I am sure that you will be able to enjoy this title without many problems, and if you don’t like spending hours experimenting to see what works and what doesn’t on your computer, you will like this port.
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