Ghost Of Tsushima Directors Cut Build 13082024-...

Centers on Gosaku’s Armor to quickly break enemy stances and heal upon killing staggered foes.

on August 13, 2024 . This patch was primarily technical, aimed at resolving critical launch and performance issues introduced by the larger "Patch 7" update from earlier that week.

Resolved a critical bug that prevented the game from starting for some users after the Patch 7 installation. Ghost of Tsushima DIRECTORS CUT Build 13082024-...

Integrated AMD Radeon Anti-Lag 2 , which minimizes input lag on RX 5000 series cards and newer. Director’s Cut Feature Overview

Following the release of Patch 7, we identified an issue where some users experienced crashes or were unable to launch the game entirely. This hotfix is now live to address those startup failures and ensure everyone can return to Tsushima. Key Fixes: Startup Stability: Centers on Gosaku’s Armor to quickly break enemy

The highly anticipated Ghost of Tsushima DIRECTOR'S CUT has finally arrived, and with it, a plethora of exciting new features, improvements, and gameplay mechanics. The latest build, 13082024, promises to elevate the gaming experience to new heights, and in this article, we'll dive into what you can expect from this comprehensive update.

: Fixed an unintended "light bloom" effect that occurred specifically on AMD Radeon GPUs, ensuring the game’s striking art style remained consistent across different hardware. Resolved a critical bug that prevented the game

This article takes an in-depth look at this specific build, exploring what the "Directors Cut" entails on PC, the technical significance of the August 2024 update cycle, and why this version of the game is currently considered the gold standard for the samurai experience.

: This build officially integrated game-level support for Anti-Lag 2. This feature significantly reduces input latency on AMD Radeon RX 5000 series GPUs and newer, which is vital for the fast-paced parrying and combat mechanics of the game.

The May launch had some teething issues with DLSS and FSR implementations, particularly regarding shimmering in grassy fields during movement (a common issue in open-world games). By the time the August 13th build was compiled, Sucker Punch had adjusted the temporal accumulation logic.