Tuesday, October 8

God of War Ragnarök PC: a quality port with little problems

Super-smooth video gaming, with edge case issues that require dealing with.

Image credit: Sony Interactive Entertainment

More than 2 years after the PlayStation initial, God of War Ragnarök intends to be a much better PC video game than its predecessor and mainly strikes the mark, providing PC gamers a really excellent method to play among Sony’s finest current releases.

One huge enhancement shows up right now: as part of the relocation from DirectX 11 to DirectX 12, there’s now a shader precompilation action when you introduce the video game that in fact works, avoiding shader collection stuter from raising its unsightly head. According to designers Jetpack Interactive, this is done wholesale instead of counting on QA playthroughs to discover them, leading to a lot more bulletproof experience – and definitely the best PC port I’ve seen from Sony in current memory. There are still periodic frame-time blips in the very first couple of hours of play – eg a 50ms spike when Atreus opens a door early on – however they’re exceptionally unusual and do not interfere with the experience, which is a big win.

Another enhancement is available in the kind of the user experience and settings menu. If you have an ultra-wide or super-wide display, you’re well catered for, with assistance for element ratios as much as 32:9 or double the standard 16:9. This needs a great deal of additional advancement work, especially in cutscenes to make sure that the broader field of vision does not expose any animation faster ways.

)(occasion)” title=”Click to play video from YouTube”God of War Ragnarök PC – DF Tech Review – PC vs PS5 – Optimised Settings Alex Battaglia provides this comprehensive tech evaluation for God of War Ragnarök PC.”Watch on YouTube

The menu is likewise admirable for enabling alternatives to be altered in real-time, with the background turning transparent to see what impact your settings options are making. There are a great series of alternatives here, and all of the most popular upscalers are supported with frame generation where offered: DLSS, FSR, XeSS and Santa Monica Studios’ own TAAU application.

The helpful “initial” predetermined, which corresponded to PS4 settings in the last video game, does not return in this title, and in basic there’s less capability for the PC variation to scale beyond the PS5 variation of Ragnarök. The most significant upgrade is just image quality, with DLSS or DLAA in specific doing a much better task with great information than TAAU on PS5. Other PS5 quality mode settings tend to be identified as “ultra” on PC, whereas PS5’s efficiency mode tends to represent someplace in between low and medium depending upon the setting.

There are some locations where the PS5 variation of the video game looks much better than the PC release, which is worrying. The PC release is missing out on the special cubemap tracing system utilized in the PS5’s quality mode, for instance, causing less visual mistakes in the PS5 release when it pertains to matching cubemap and screen-space reflections.

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