It’s a little disappointing, but predictable, considering the hardware the original game was made for. They show an – admittedly less fuzzy – reflection of lights and colours, but not characters, weapons or other objects in the scene. Reflections, for instance, while improved, still omit Kratos and much of screen. However, neither of those upgrades is dramatic enough to really matter. The update to ambient occlusion is even more visible, as many of the areas you visit allow some light in through ceiling shafts and cracks in the wall. Compared to the PS4 original, reflections are sharper, particularly in rooms with marble floors and various reflective sources – such as the realm travel room. The two most dramatic changes are ambient occlusion and screen space reflections. The port offers a decent set of graphical options, some of which let you push past what’s possible on PS4. This is annoying, but nowhere near a major problem in this case, particularly as God of War is not exactly a power-hungry game that suffers from not running in exclusive fullscreen, though I do wonder if fullscreen would be what’s needed to get it closer to 120fps. Your choices are either windowed or borderless. Though I did see the framerate counter reach 120fps here and there, it was mostly between 90-110fps.įor some reason, however, I could not find a way to run the game in exclusive fullscreen mode. It looks noticeably fuzzy compared to native 4K, but it got me the closest to the 120fps target. The most performant setting for me has been DLSS’ Ultra Performance, which renders the game at 720p. God of War actually displays the render resolution of each chosen DLSS quality setting, which is rare but nevertheless welcome. DLSS manages to boost frame rates by rendering the game at a lower native resolution before using AI tools to upscale it – and at its best, it’s often practically indistinguishable from native resolution. Turning on Nvidia’s RTX card-exclusive DLSS setting – which comes with four quality settings – offers the needed edge to push the framerate closer to those targets. Some quiet areas can push you into the 90s, but it’s rare. Typically, it would hover between 70 and 80fps across the board. I have not been able to get it to run at that framerate consistently, however, using an i7 9700K and an RTX 3080 Ti at 4K. This is great news for those looking to go beyond 60fps, as the game can go as high as 120fps. But even running it natively, it’s easy to get framerates well beyond consoles with everything maxed out. To help keep this performance on target, God of War on PC ships with DLSS, AMD’s FSR, as well as its own internal upscaler. The build is incredibly stable, and offers a largely consistent framerate. We’ve had access to God of War code since late December, so I got to spend time poking and prodding its various bits to see what we can do. The PC version of God of War - out this Friday, January 14 on Steam and EGS – is a basic port, offering a slightly refined experience, but not one that’s dramatically different from PS4.įor starters, it’s in a much better technical state at launch than Horizon Zero Dawn, and about on par with Days Gone. Almost four years later, I finally got my wish. I played it extensively on PS4, but as I do with most exclusives, I kept wondering how much better it could be running on a PC. I am a big fan of God of War in general, and the new iteration in particular.
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