The shadow of Hassan’s profession is a game that has high expectations. It is enrolled in the first main line series after the 2020 ACwala, which is the first AC game made for current generation consoles, and this is a game that may require a major trading success for the disturbing publisher Ubisoft. We have seen how the game meets the technical expectations on the original three of the current gene consoles, but this is a title that increases some important supporters, which highlights through additional ray tracing. How do AC Shadow rent on Pro? Is this a repetition upgrade, or revolutionary?
As the title of this article has already been pointed out, Shadow has one of PS5’s largest pro -upgrade that we have seen so far. The key difference here is that the performance mode gets from the ray to the traceed global alumination (RTGI) that does not perform PS5 performance mood.
Per Pixel RTGI’s passionate pass, bounce light through everywhere to achieve a realistic indirect spread lighting response, completely changes the game. Shadow description is much better, transfer of colors of colors from heavens or surfaces to transfer colors, and the whole world feels more real than life.
PS5, on the contrary, appears excessively flat and compressed during these scenes, which have more uniform response to light. There is a special wound of plants, which has a baked GI lighting solution at the PS5 performance mode in which you have failed to capture the subtle events from the flags of the vegetables of the leaves, making it a dim, artificial form. Passing through the areas of the jungle, this difference is uncertain, in which the loyalty of light is divided from generation to generation.
Despite the performance mode at the base PS5, from the previous titles of the baked GI solution, using the evolution of the baked GI solution, it fails to capture the detail of light that we have seen in the recent AC games such as 2023. This possibility is due to the fact that the shadows are a huge game, and without RTGI, the loyalty of the good fiddial is more difficult. Unlike the pro code, Shadow’s baked GI environment does not make up the open door, such as open door.
The rise of RTGI is eventually a huge visual development above the base console. In many situations of light, the PS5 Pro version looks like a different game.
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One of the results of adding RTGI is that the image quality at Pro’s performance mode has not really been improved above the base machine. Both are suffering from a pixel crawl, even with rest, block samples on the moving edges, and transparency is not minimized, which have clear signs of low -reserishment sources.
Ubesoft told Pre -launch that both PS5 and PS5 pro will increase their performance methods by 4K, and it appears in the final code. Appellating, sharp, produces some variable results in terms of appearance such as 4K. Internal resolutions in the light scenes on both consoles have been around 1080p in my tests, RTGI is apparently eating most of the extra margin of GPU time at Pro.
However, some of the pre -launch of Ubisoft’s promise have not been implemented in the game. In the press material published last September, the PSSR was referred to the pro, and this does not – the game does not promote the features of PSSR, which does not fade in controversial detail, does not fade, the edge description is very fast, and is usually more than the sample.
The most obvious evidence is the only one that seems to be similar in the terms of PS5 and Pro image quality. In my tests, the PC version with Anvil’s Tao proves a very close match for both PS5s and therefore possibly the solution is the solution on both consoles. It is less stable than the FSR, but it has less problems with being expelled, and it is probably cheaper to run. Exterior. , Ubesoft found that this is a better solution for the game than PSSR.

Beyond promoting RT on Pro, the game has many visual settings on both machines. Distance, shadow resolution and other common adaptations look alike in both consoles.
The frame rate on the PS5 Pro’s Performance Mode also lands at a similar permanent 60FPs that we experience on PS5. There are some notable drops below the target of 60FPs, though the introductory order includes some intense dips and more minor buls in the Open World Traversal. Surprisingly, the PS5 Pro still operates at 30FPS, as is the area of hideout – perhaps to adjust the possibility of complexity made from more and more players.
Overall, I think that when it comes to performance mode, the pro on the pro shades is greatly improved, even if the image quality and frame rates are incomplete. The RTGI addition is an absolute game changer here, and Shadow feels as if it is made as a visual baseline with RTGI tech.

However, despite the increase of RTGI, PS5 Pro does not find the RT reflection in its performance mode. This means that the screen space is used instead of the SSR (SSR), used as a flockback with (poor attachment and low resolution). The reflection of the RT is rather limited to the quality mode on the PS5 Pro, though the effectiveness of these reflection is slightly limited – which has a little clear detail, the animation of the plant and no distant geometry. This RT reflection is also suffering from a large amount of pop, which can be disturbing. Therefore, Shadow uses a hybrid approach in his quality mode with SSR that is still able to fill the speculation details, though being RT means that when screen space information is not available, you return to the correct approach technique.
Out of the RT reflection, other visual settings appear to be quite similar. RTGI is present on both machines and is usually compared. You can see some improvements in terms of speculation details on Pro from extra RT. Without a clear change in my tests, other PC opportunities seem to be quite similar in both consoles.
The image quality is usually compared to both machines. Nor is it perfect, though both offer less antiquities than their performance mode. I expect that the Tao is in reuse here, due to similar image quality circles between different formats and consoles formation. The resolution is the same between the two machines, though some shots have displayed slightly more resolution on the PS5 Pro.


Performance in quality mode is very good. Expect a locked 30FPs in the majority of the gameplay, which includes cut senses, war layout, Trevirus and The Hyde Out. The game can leave a frame in some situations, but it is usually a very permanent actor. Base PS5 also offers the same refreshment here with strong performance.
If we go back to the performance mode and compare these two PS5 pro methods directly, there are some clear differences of the settings. Shadow Resolution has been upgraded to quality mode, as is the density of the plant. Performance mode also leaves the game stand -based hair during the gameplay, though it is in the cut senses in both methods. RTGI is present at the same quality level in both methods, but only the quality mode has the characteristics of the RT reflection as we have mentioned earlier. The image quality is another key area of twist, because in some scenes the quality mode is accelerated and usually pixels are at risk of crawling, edges and other visual grams.
Of course, there is a final format on the PS5 Pro: 40FPs balanced mode for 120Hz display users. In many sports it will serve as a slightly low quality mode, but here it is like a expansion performance mode. The RTGI is in, but the reflection of the RT is over. Interestingly, this is another change by some of the pre -launch press content, which states that both RT effects will have a balanced mode on pro. Somewhere else, sincerely comes between the other two ways. Both quality mode and balanced mode use stand -based hair during gameplay, for example, but in a balanced mode, shadow map resolution is similar to performance mode.
Related to a balanced format on the base PS5, we are primarily equal here in terms of visual settings. Both have an RTGI, no RT reflection, and the hair is to fall on the same side of rendering and shadow map distribution. I can’t really compare the image quality directly because I capture the limits on my HDMI 2.0 system, but the pixel counting proposes a high resolution on Pro, and it also looks clean. Both are increasing 4K, so they produce a sharp final image. Both consoles mainly nail their 40Fps updates here, with permanent 40 FPS in the normal game, with the usual 30 FPS limits for cotton and storage.
Console/form | Shot 1 | Shot 2 | Shot 3 |
---|---|---|---|
Ps5/quality | 1584p | 1512p | 1404p |
PS5 Pro/Quality | 1656p | 1584p | 1548p |
PS5/Performance | 1152p | 1080p | 1008p |
PS5 Pro/Performance | 1080p | 1080p | 1008p |
I came far away from the AC shadow affected by the technical package collected by the Ubesoft. Here are a lot of clean technical contacts – from dynamic and particle systems that make the world alive, metal gear rising styling to environmental slices, headlining virtualized geometry and RTGI effects. Shadow offers a beautifully felt open world environment that really draws you, and is there with the most trusted world in the video games. Playing is also a lot of fun, with a simple but satisfying battle that is happily vessel.
The PS5 Pro upgrade here is huge in its 60 FPS performance mode, which honestly looks better than its base console counterpart. It seems that RTGI has a significant effect on performance, but in this particular title it is quite important for light. It is difficult to encourage how the game has been reduced without technique.
Quality mode and balanced mode are more moderate promotion. Here the headline change is the addition of RT’s reflection, which looks more accurate when screen space information is available, but it is not enough to recommend these less responsive methods on the best options for 60 FPS. It has a great set of visual quality and good frame rate that is difficult to beat, and I suspect most players will be preferred. In this context, this is the most changed PS5 Pro upgrade we have seen so far.