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Murderer’s Creed Shadows’ new Anvil engine features provoke on PS5 and Sequence X

Murderer’s Creed Shadows’ new Anvil engine features provoke on PS5 and Sequence X

By on March 18, 2025 0 9 Views

A progressive advancement for the series, though Sequence S reductions warrant contemplation.

Picture credit: Ubisoft

Assassin’s Creed Shadows represents a significant milestone in the franchise as the first entry developed with a complete focus on PS5, Xbox Series X/S, and PC. It’s a bold shift with a substantial payoff in its capabilities, as previous-generation PS4 and Xbox One consoles are left behind to ensure that the core gameplay incorporates some of the most beloved characteristics of Ubisoft’s Anvil engine. These include ray-traced global illumination, procedural weather simulation, and destructible environment physics—all exciting enhancements that further enrich its feudal Japan setting, in ways that were unimaginable in 2023’s Assassin’s Creed Mirage.

However, not all of these new features are available universally, with developer Ubisoft Quebec selecting a range of modes that toggle between fidelity and performance on each platform. We will examine the game’s higher-end features on PS5 Pro and PC in upcoming articles, with this one focusing on the previous-generation console capabilities on PS5, Xbox Series X, and Series S.

The questions here are straightforward: how do each of these three platforms stack up, particularly the less powerful Series S with its single 30fps mode? And out of the various modes available on PS5 and Series X, which are worth considering?

This is the full video version of this article, showcasing how Shadows builds upon past AC titles and compares between PS5 and Xbox Series X/S. Watch on YouTube

The innovative technology of the Anvil Engine merits a moment in the spotlight. At least on console and PC, this is the first entry in the series to officially embrace ray tracing, and it has a considerable impact on the presentation of the world.

PS5 and Series X utilize RT global illumination (RTGI) in their 30fps and 40fps modes across the entirety of the environment, adding richer and more realistic ambient light bounce and shading. RT reflections are also integrated into Shadows, though they are limited to the more powerful PS5 Pro and PC versions of the game—which means the less powerful consoles rely on screen-space reflections (SSR). Meanwhile, the 60fps performance modes on PS5 and Series X forgo ray tracing in favor of a less accurate baked GI arrangement, as seen in AC Valhalla and Mirage, though the hideout forces a 30fps presentation with RTGI enabled regardless of mode. Similarly, Series S only receives RTGI in the hideout, with baked GI used elsewhere in the world.

The advantage of RTGI is that its more accurate simulation is better suited to Shadows’ dynamic landscapes, with its varied weather, seasons, and destructible environments all influencing light and shadow. This is evident in the richer, more detailed color pockets between objects, the shading of character faces in daylight, and the interiors of structures. Diffused light bounce from nearby surroundings also helps to realistically illuminate dark patches with a suitable hue.

Ubisoft’s conventional baked GI arrangement is still present, but faces clear limitations in comparison. It over-saturates some small details of the environment (particularly vegetation) in an effort to keep up with the RTGI lighting, while interiors and character attributes lack the same depth and richness of shading. It might not be surprising that RTGI isn’t available throughout the main world on Series S, considering it has only a third of the computing power of Series X, but it does provide a noticeable fidelity boost compared to Series X and PS5.

Another significant enhancement in the Anvil engine is its physics. Ubisoft’s efforts are extensive this year, with physics-based weather simulation injecting much-needed life into the game’s environments. As you set out on your next mission, you’ll encounter a procedural system called Atmos, dynamically creating clouds overhead, while the team’s wind simulation utilizes fluid dynamics to generate everything from gentle breezes to strong gusts. The effect is most visibly reflected in forested areas: fallen leaves spiral through the air, trees sway with the wind, and even the direction of rainfall is impacted.

Destruction physics are also much more broadly implemented this time. Impressively, it is conceivable to break through the contents of most objects scattered across a market stall, and even cut through fabric with the sweep of your katana matching the arc of your movements. If you prefer a stealthier approach, you’ll also notice how blades of grass flatten as you walk through, leaving a trail behind you. It makes the world feel much more tangible, marking a significant shift from the previous-generation AC titles that preceded it.

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Ray traced global illumination only runs in limited capacity on Series S, and the same applies to the 60fps performance mode on Series X. As a result, the 30fps quality or 40fps balanced modes on PS5 or Series X are the most favorable choices.

Considering Shadows’ open world is filled with intricate hills, valleys, and large settlements, Ubisoft has also gone to great lengths to optimize its terrain streaming. To that end, a new virtualized geometry system has been integrated into Anvil, analogous in principle to Unreal Engine 5’s Nanite, enabling geometry throughout a scene to progressively subdivide into smaller polygonal meshes the further it appears in the distance. This capability helps mitigate harsh LOD transitions while ensuring the terrain is packed with detail—even though foliage pop-in is still noticeable on PS5 and Series X.

All of these technologies are incorporated across all consoles, though there is one absence on Series S: strand-based hair. This is a significant addition affecting most main characters with any form of hair. Individual strands of hair—like on our ninja heroine, Naoe—animate dynamically, with each one interacting with its neighbors as the character moves or the wind blows. This feature is again peculiar to the 30 and 40fps modes, with the 60fps mode reverting to a simpler card-based system outside of the hideout and cutscenes. In fact, this is the same method used on Series S as well, which goes a step further and removes strand-based hair from the hideout environment outright.

In a comparison among the 60fps performance, 40fps balanced, and 30fps quality modes, it’s evident that RTGI and hair physics are the primary considerations, though there are also differences in resolution (as shown in the table below). Each mode upscales to a 4K output via TAAU on PS5 and Series X, while Series S scales to 1620p.



Beyond the native resolutions, shadow quality is slightly reduced in performance mode on Series X and PS5, although texture quality, though not ideal, remains intact.

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