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Ghost of Yōtei – tech deep dive

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Adrian Bentley

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Description

This PlayStation Blog post by Adrian Bentley, Director of Programming at Sucker Punch Productions, is a long-form tech deep dive into systems behind Ghost of Yotei on PlayStation 5.

It covers GPU-compute distant terrain and grass with occlusion culling, cut buffers for cuttable plants, deformable snow, cloud maps with parallax and volumetric fog, layered GPU cloth, particles that sample terrain and water, and character dirtying via a directional grid. Later sections cover ray-traced GI and PSSR on PS5 Pro, plus SSD loading that streams only needed mips and LODs for the first frame.

It is for advanced engine and graphics programmers who already know deferred G-buffers, compute culling, and console streaming. Artists may skim capabilities, but the detail is engine-level.

It is a free public blog article with screenshots, readable without a PlayStation account. Past GDC and SIGGRAPH talks from the studio are pointed out as further reading.

It is a concrete production case study of open-world rendering, cloth, weather, RTGI, and load-time choices on current PlayStation hardware.