God of War PC technology review – Norse a lot of great improvements

While that might baffle some PlayStation enthusiasts, I like Sony’s new approach to bringing first-party titles to PC. That’s right, those games have been out for years for their relevance, at a time when they’ve most likely exhausted potential sales on PlayStation hardware.

But it’s clearly a sound business tactic, and beyond that, it’s good for video game fans everywhere. So here we are, with another PlayStation exclusive making its way to PC. After Horizon Zero Dawn, and Day by day, Sony sees fit to monitor these God of War2018 of kind-reboot-type-zero.

I am a big fan of God of War in general and the new version in particular. I’ve played it extensively on PS4, but as I do with most exclusive games, I keep wondering how much better it can run on PC. Almost 4 years later, I finally got my wish.

The PC version of God of War – launching this Friday, January 14 on Steam and EGS – is a basic version, offering a slightly refined experience, but not a significantly different version. compared to PS4.

For starters, it’s in a much better technical state at launch than Horizon Zero Dawn, and on par with Days Gone. We’ve had access to the God of War code since late December, so I had to spend some time reading and writing different bits of it to see what we could do. The build is extremely stable and offers consistent frame rates. To help keep this performance on target, God of War on PC comes with DLSS, AMD’s FSR, as well as its own set of internal upgraders. But even running it natively, it’s easy to get frame rates far beyond the console with everything maxed out.

This is great news for those looking to go beyond 60 fps, as games can go up to 120 fps. However, I was not able to get it to run at that frame rate consistently using the i7 9700K and the RTX 3080 Ti at 4K. Usually it will move between 70 and 80 fps across the board. Some quiet areas can push you into the 90s, but it’s rare. Turn on Nvidia’s RTX card-specific DLSS settings – comes with four quality settings – providing the edge needed to push frame rates closer to those goals. DLSS manages to increase the frame rate by rendering the game at a lower native resolution before using AI tools to upscale it – and at best, it’s often indistinguishable from the original resolution. origin.

God of War actually renders the display resolution of each selected DLSS quality setting, which is rare but still welcome. The setting that worked best for me was DLSS’s Ultra Performance, which renders the game at 720p. It looks noticeably dimmer than native 4K, but it got me as close as possible to 120fps. While I’ve seen the frame rate counter hit 120fps here and there, it’s mostly been in the 90-110fps range.

However, for some reason I can’t find a way to run the game in fullscreen exclusively. Your choices are windowed or borderless. This is annoying, but it’s no big deal in this case, especially since God of War isn’t exactly a power-hungry game and doesn’t run in fullscreen exclusively, although I wonder if fullscreen is what it takes to get it closer to 120fps.


The port offers a rich set of graphics options, some of which let you go beyond what’s possible on the PS4. The two most drastic changes are ambient occlusion and screen space reflection. Compared to the PS4 original, reflections are sharper, especially in rooms with marble floors and various sources of reflections – such as the space travel room. Ambient congestion updates are even more visible, as many of the areas you visit allow some light to shine through ceiling shafts and cracks in the walls.

However, neither of those upgrades are impressive enough to really matter. For example, while improved, Reflections still ignores Kratos and much of the screen. They show – admittedly less blurry – reflections of light and color, but not the characters, weapons, or other objects in the scene. It was a bit disappointing, but predictable, considering the hardware the original game was made of.

While overall the picture is sharper, I was still able to spot some of the same problems I had on the console. There’s no dedicated AA solution, so the aliasing is more or less where it was on PS4, even at native resolution. I wanted to see if some community-made tool could successfully get AA into it, as the Nvidia control panel solution didn’t work out during my time with it.

Sadly, one particular option that I hope will be editable in the PC version is FOV. The third-person camera in God of War is one of the tightest I’ve seen in any game. Sony Santa Monica knows this, as evidenced by the user interface indicators that warn you of off-screen attacks.

I’ve always felt that it was an inappropriate solution, if functional. Unfortunately, this problem is still present in the PC version. The camera is as close to the back of the Kratos as it is on a console, but what’s more annoying is that now I’m playing on PC for a number of reasons, especially the higher resolution effects make viewing the images worse. That number is harder.

Again, though, I’m not entirely surprised by this omission. Unlocking FOV years after the dev team transitions will require significant work to tweak the content flow, animations and more; It’s not entirely realistic to expect a port to arrive this late after release.

Hopefully SSM has taken this into account with Ragnarok, but considering the studio’s association with the idea of ​​an intimate camera, I’m a little skeptical. This was clearly the most frustrating aspect of my time using the PC version of God of War. Despite a clearer overall picture, sharper presentation, and significantly higher frame rate, you still face an extremely narrow FOV.


Another problem from the original is also back on PC, and that’s the most surprising. Glitches when loading into new areas or moving outdoors are a bit common on PS4, but they’re often cleverly hidden with cutscenes.

With the PC port installed on the 3rd Gen NVMe SSD, the game barely took advantage of that speed. The lift rides and range travel section are comparable to them on the PS4, with the added problem of noticeable stuttering when the newly loaded area behind closed doors.

You can also clearly tell when it happened, since it’s pretty obvious. The majority of these occur in non-combat areas and last for a second or so – but they are very noticeable. Some of the most dazzling can happen in combat, if you’re unlucky enough to fight enemies in an area with two separate zones. Loads in and out of games are faster, but that’s the point.

The rest of God of War’s presentation on PC is pretty straightforward. You can enable HDR once it is enabled in Windows for your monitor. It offers the same level of customization here as it did on the PS4, with separate settings for the brightness and whiteness of the paper.

Unfortunately, while you can remap keyboard and mouse controls, you can’t do the same for controllers – another odd omission. In fact, the game will display the keybind customization menu as soon as it detects the controller. I don’t see this as a big deal, as the same options from the PS4 come back, allowing you to swap dodge from A to B and revert back to classic X/Y attack buttons instead of buffers / activate the Soul style.

I can imagine this being a much bigger issue for players who require accessibility options for certain controllers, and to be honest, I don’t see why this feature could be. gives the keyboard and not the controller.

God of War’s PC port is good enough to warrant a second playthrough, especially if your only time with it is on PS4. This is the best opportunity for those who missed the experience a good action game with an interesting, engaging story without having to struggle with the port to make it work properly. God of War PC technology review – Norse a lot of great improvements

Fry Electronics Team

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