blastprocessor
The Amiga Brotherhood
It's finally here! John Linneman presents the DF Tech Review for God of War Ragnarök, focusing on improvements vs God of War 2018, a complete run-down of all of the various performance and quality modes, and much, much more.
+ There are some spoilers in the video. You have been warned, no spoilers below.
+ Resolution of pre-baked lighting increased significantly (helps minimise lighting leaking)
+ Inclusion of SSDO (a feature first included on the PC version of GoW) is used to approximate a single bounce of indirect illumination and screen space complete with colour transfer. Helps better ground character objects.
+ Detail levels in general have received a significant boost
+ Inclusion of tessellation for PS5 increased level of detail within the ground surface. Produces far more details and realistic results
+ Snow deformation with tessellation quality increased allows more detailed trails
+ Lights scatters through ice (!)
+ Superior cube map reflection
+ Improved implementation of screen space reflections
+ Level of detail remains consistently high throughout the game
+ Shows a nice improvement in lighting, surface of the snow is clearly more nuanced, features more details in general, features largely familiar from a tech standpoint. Improvements clearly evident but GoW still holds up surprisingly well
+ Somewhat mixed feelings between the original and Ragnarok, doesn't necessarily feel a gigantic leap forward from a pure tech standpoint
+ Feels unbelievably polished no stutters, hitches, bugs or visual glitches
+ Modes: 60 fps, 30 fps, HFR (High Frame Rate), 40 FPS
+ Performance mode (1440p - 2160p spends most of the time in 1872p range)
+ New TAAU (TAA with up sampling to 4K) image quality is greatly improved
+ Completely different LOD settings between quality and performance (shadows and ambient occlusion differs too e.g., there's an axe shadow on Kratos in quality mode)
+ Quality mode has contact hardened shadows
+ Gives the nod to the 60-fps mode, boost in quality mode doesn't make up for the lower level of performance if you don't have VRR supported TV
+ Shutter speed for motion blur not adjusted for 60 fps mode
+ 40FPS quality mode targets native 4K but this time DRS is used can dip to 1800p but uncommon
+ HFR is capped at 1440p
+ Quality and 40FPS mostly seem to share the same settings
+ 60FPS and HFR share the same exact visual setup just difference in resolution
+ HFR removed the 60fps cap (mostly 80 to 90 fps) stick to 60fps performance if your TV doesn't support VRR (judder otherwise)
+ 40FPS mode is locked fantastic option if you prefer the quality mode
+ Loading times average around 10 seconds (about 20 seconds faster than PS4 Pro)
+ Controller feedback doesn't transform the experience but a nice improvement over dual shock 4
Article: https://www.eurogamer.net/digitalfo...a-maxed-out-pc-port-with-flawless-performance
+ There are some spoilers in the video. You have been warned, no spoilers below.
+ Resolution of pre-baked lighting increased significantly (helps minimise lighting leaking)
+ Inclusion of SSDO (a feature first included on the PC version of GoW) is used to approximate a single bounce of indirect illumination and screen space complete with colour transfer. Helps better ground character objects.
+ Detail levels in general have received a significant boost
+ Inclusion of tessellation for PS5 increased level of detail within the ground surface. Produces far more details and realistic results
+ Snow deformation with tessellation quality increased allows more detailed trails
+ Lights scatters through ice (!)
+ Superior cube map reflection
+ Improved implementation of screen space reflections
+ Level of detail remains consistently high throughout the game
+ Shows a nice improvement in lighting, surface of the snow is clearly more nuanced, features more details in general, features largely familiar from a tech standpoint. Improvements clearly evident but GoW still holds up surprisingly well
+ Somewhat mixed feelings between the original and Ragnarok, doesn't necessarily feel a gigantic leap forward from a pure tech standpoint
+ Feels unbelievably polished no stutters, hitches, bugs or visual glitches
+ Modes: 60 fps, 30 fps, HFR (High Frame Rate), 40 FPS
+ Performance mode (1440p - 2160p spends most of the time in 1872p range)
+ New TAAU (TAA with up sampling to 4K) image quality is greatly improved
+ Completely different LOD settings between quality and performance (shadows and ambient occlusion differs too e.g., there's an axe shadow on Kratos in quality mode)
+ Quality mode has contact hardened shadows
+ Gives the nod to the 60-fps mode, boost in quality mode doesn't make up for the lower level of performance if you don't have VRR supported TV
+ Shutter speed for motion blur not adjusted for 60 fps mode
+ 40FPS quality mode targets native 4K but this time DRS is used can dip to 1800p but uncommon
+ HFR is capped at 1440p
+ Quality and 40FPS mostly seem to share the same settings
+ 60FPS and HFR share the same exact visual setup just difference in resolution
+ HFR removed the 60fps cap (mostly 80 to 90 fps) stick to 60fps performance if your TV doesn't support VRR (judder otherwise)
+ 40FPS mode is locked fantastic option if you prefer the quality mode
+ Loading times average around 10 seconds (about 20 seconds faster than PS4 Pro)
+ Controller feedback doesn't transform the experience but a nice improvement over dual shock 4
Article: https://www.eurogamer.net/digitalfo...a-maxed-out-pc-port-with-flawless-performance
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