{"id":52244,"date":"2025-09-23T22:00:00","date_gmt":"2025-09-23T13:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=52244"},"modified":"2025-09-22T18:33:16","modified_gmt":"2025-09-22T09:33:16","slug":"ghost-of-yotei-pushes-the-limits-of-draw-distance-far-beyond-its-predecessor-thanks-to-the-ps5s-capabilities-we-talk-to-the-devs-about-whats-changed","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/ghost-of-yotei-pushes-the-limits-of-draw-distance-far-beyond-its-predecessor-thanks-to-the-ps5s-capabilities-we-talk-to-the-devs-about-whats-changed\/","title":{"rendered":"Ghost of Yotei pushes the limits of draw distance far beyond its predecessor thanks to the PS5\u2019s capabilities. We talk to the devs about what\u2019s changed\u00a0"},"content":{"rendered":"\n<p>SIE and Sucker Punch Productions will release <strong>Ghost of Y\u014dtei<\/strong> \u2013 the much-anticipated successor to 2020\u2019s hit Ghost of Tsushima \u2013 on October 2, exclusively for <a href=\"https:\/\/www.playstation.com\/en-us\/games\/ghost-of-yotei\/\" target=\"_blank\" rel=\"noreferrer noopener\">PS5<\/a>.&nbsp;<\/p>\n\n\n\n<p>Taking place in Japan\u2019s snowy Hokkaido region in the year 1603, the new title introduces a brand-new setting and protagonist. But how does Ghost of Yotei\u2019s overall experience differ from its predecessor? To find out, AUTOMATON Japan spoke with Joanna Wang, art director at Sucker Punch Productions. This edition focuses on Ghost of Yotei\u2019s technical innovations and use of the PS5\u2019s capabilities.&nbsp;&nbsp;<\/p>\n\n\n\n<p>Check out <a href=\"https:\/\/automaton-media.com\/en\/news\/how-does-ghost-of-yotei-feel-so-japanese-even-to-japanese-people-we-talk-to-the-devs-about-the-responsibility-of-making-games-outside-your-own-culture\/\" target=\"_blank\" rel=\"noreferrer noopener\">part one of this interview<\/a> for Sucker Punch\u2019s insights into \u201ccreating a game outside your own culture.\u201d\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Ghost of Y\u014dtei - State of Play Gameplay Deep Dive | PS5 Games\" width=\"1160\" height=\"653\" src=\"https:\/\/www.youtube.com\/embed\/cgM6poO2JmY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p><strong>\u2500\u2500<\/strong><strong>Since this is a PS5 exclusive, what new possibilities did the jump from PS4 open up for you?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Wang: <\/strong>&nbsp;<br>For Yotei, we realized very quickly that we needed to improve draw distance. To portray the vastness of the Hokkaido map, we needed to be able to render distant views with high fidelity and accurate depth of space. We can now load millions of assets, with tens of thousands visible on-screen at once. Real-time particles like leaves, snow, ash and fog number in the hundreds of thousands across both near and far distances.&nbsp;<\/p>\n\n\n\n<p>The PS5 also lets us use haptics and the controller speaker, so combat clashes or even the sound of a shamisen can be felt and heard directly in the player\u2019s hands.&nbsp;<\/p>\n\n\n\n<p>Then, we were able to improve the look of starry skies, auroras, time-of-day transitions, grass rendering, and terrain deformation \u2013 like realistically kicking snow off trees. Altogether, these make the world feel more alive and interactive. I think that\u2019s the power of the PS5.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1430\" height=\"800\" sizes=\"auto, (max-width: 1430px) 100vw, 1430px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250923-52244-001jpg.jpg\" alt=\"Ghost of Yotei\" class=\"wp-image-52252\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250923-52244-001jpg.jpg 1430w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250923-52244-001jpg-380x213.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/20250923-52244-001jpg-768x430.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2500\u2500<\/strong><strong> Can you share some technical aspects or innovations behind achieving the game\u2019s visuals?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Wang:<\/strong> &nbsp;<br>Every asset we create has to fit within our rendering system and color palette, to ensure the world remains cohesive. Textures, normal maps and specular maps must look a certain way and follow specific rules to maintain consistency.&nbsp;<\/p>\n\n\n\n<p>We also focused on noise reduction, using a process called denoising. In real photos, random noise patterns appear, but since we aim for a \u201cpainterly look,\u201d we remove that noise, both from individual material textures and entire scenes. For example, in a grass field, we might add only white flowers for horses to gallop through, but avoid mixing too many colors. This is related to the minimalism I mentioned earlier, as it draws attention to what matters \u2013 the white foreground (flowers) against the green background (grass).&nbsp;<\/p>\n\n\n\n<p>From the smallest textures to the overall landscape, everything follows this kind of philosophy. Combined with our rendering team\u2019s lighting, skies and clouds, I think the result is a cohesive world that feels beautiful and harmonious.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1536\" height=\"864\" sizes=\"auto, (max-width: 1536px) 100vw, 1536px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/goy-20250921-358576-003-1536x864-1.jpg\" alt=\"Ghost of Yotei\" class=\"wp-image-52250\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/goy-20250921-358576-003-1536x864-1.jpg 1536w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/goy-20250921-358576-003-1536x864-1-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2025\/09\/goy-20250921-358576-003-1536x864-1-768x432.jpg 768w\" \/><\/figure>\n\n\n\n<p><strong>\u2500\u2500<\/strong><strong> What part of the game\u2019s art are you personally most proud of?<\/strong>&nbsp;<\/p>\n\n\n\n<p><strong>Wang: <\/strong>&nbsp;<br>There are so many, I don&#8217;t know where to start (laughs). But If I were to name one moment that left a lasting impression on me, during development, I was playing a mission where you climb Mount Yotei. When I reached the top, I looked out and saw clouds drifting below my feet, and the world stretching endlessly in all directions. It felt massive, and it was like a perfect harmony of art team\u2019s craft, technology, rendering, and effects.&nbsp;<\/p>\n\n\n\n<p>I was speechless. I stayed there for a long time, just taking it in. For players who\u2019ve been to Hokkaido or seen Yotei in real life, I hope this moment resonates with them as it did with me. It reminded me of seeing the mountain for the first time \u2013 an unforgettable experience we\u2019ve tried to carry into the game.&nbsp;<\/p>\n\n\n\n<p><strong>\u2500\u2500Thank you for your time!<\/strong>&nbsp;<\/p>\n\n\n\n<p><a href=\"https:\/\/www.playstation.com\/en-us\/games\/ghost-of-yotei\/\" target=\"_blank\" rel=\"noreferrer noopener\">Ghost of Yotei<\/a> launches on October 2 for PS5.&nbsp;<\/p>\n\n\n\n<p class=\"has-text-align-right\">[Interviewer: Mizuki Kashiwagi]&nbsp;<br>[Interviewer, editor: Ayuo Kawase]&nbsp;<br>[Writer, editor: Akihiro Sakurai]&nbsp;<br>&nbsp;<\/p>\n\n\n\n<p><strong>Related articles: <a href=\"https:\/\/automaton-media.com\/en\/news\/the-name-of-ghost-of-tsushimas-sequel-ghost-of-yotei-has-deep-historical-implications-according-to-japanese-scholar\/\" target=\"_blank\" rel=\"noreferrer noopener\">The name of Ghost of Tsushima\u2019s sequel Ghost of Yotei has deep historical implications, according to Japanese scholar<\/a><\/strong><\/p>\n\n\n\n<p><a href=\"https:\/\/automaton-media.com\/en\/news\/ghost-of-yoteis-map-is-about-the-same-size-as-ghost-of-tsushimas-the-devs-didnt-want-to-compromise-on-density-for-a-larger-map\/\" target=\"_blank\" rel=\"noreferrer noopener\"><strong>Ghost of Yotei\u2019s map is about the same size as Ghost of Tsushima\u2019s. The devs didn\u2019t want to compromise on \u201cdensity\u201d for a larger map\u00a0<\/strong><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Joanna Wang, art director at Sucker Punch Productions, about Ghost of Yotei&#8217;s technical advancements.<\/p>\n","protected":false},"author":1,"featured_media":52249,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-52244","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Ghost of Yotei pushes the limits of draw distance far beyond its predecessor thanks to the PS5\u2019s capabilities. We talk to the devs about what\u2019s changed\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"Interview with Joanna Wang, art director at Sucker Punch Productions, about Ghost of Yotei&#039;s technical advancements.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/automaton-media.com\/en\/interviews\/ghost-of-yotei-pushes-the-limits-of-draw-distance-far-beyond-its-predecessor-thanks-to-the-ps5s-capabilities-we-talk-to-the-devs-about-whats-changed\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Ghost of Yotei pushes the limits of draw distance far beyond its predecessor thanks to the PS5\u2019s capabilities. 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