The Performance mode uses the same solution but now allows the engine to scale down to 1080p with the framerate cap moved to 60fps. The checkerboard resolution mode from the previous game, gives way to a new DRS solution that tops out at 1656p and scales down to 1440p. The PS5 in both modes offers a crisp and clean image that can even be noticed over the Pro’s dynamic solution in both modes. This includes the game’s Temporal AA, which helps the IQ look clean and sharp with very little aliasing present, even at 1080p. The single biggest boost the PS5 offers is resolution, as all areas are improved by that. God of War: Ragnarok – Platform Comparison You can see some light bleed and incorrect specularity at times, even on PS5 – which still uses the same core assets and lighting model – but like many things in the game they are refined and enhanced. Shadows or AO can still fade out and in on smaller, incidental details within the screen, but the quality all helps improve character lighting and grounding into the world, backed up with contact shadows on floors and walls. With the PS4 and Pro both using a lower resolution and ray march than the PS5, you get longer and more accurate reflections on the newer console, with a shorter cut-off in the reflections. They present like the screen space reflections in the tile – which are also mixed with a probe solution – with projected cubemaps being a fall-back. You can see the tell-tale artifacts of these when occluded and dis-occluded by foreground objects within the depth buffer. To aid the quality and dynamic nature of the gameplay, the engine uses a mixture of shadow maps, screen space shadows, and screen space ambient occlusion. This helps aid the team’s design focus and the performance levels of the older hardware. The PBR materials are hyper realistic, with strong diffuse base colours mixed with a probe-based lighting system, merged with baked elements due to the games fixed lighting model. But as you travel across realms – some old, some new – they also bring their own unique and vibrant styles and colour palettes. The game’s stunning art and character design maintains the same oil-like matte painting style. The biggest impact though is the screen-swamping pyrotechnics that come from weapons like Atreus’s bow or the Blades of Chaos as they spin up, with fire embers bouncing and spreading across screen and enemy alike. This is increased in Ragnarok, with prophecy sequences, among others, having an exuberant amount of particles spawning, colliding, and glowing across both PS4 and PS5, delivering the mystical element of this Norse mythology. This technique extends to allowing particle emitters to be spawned from any mesh point within the game. From dead bodies decaying away that blend an Alpha-tested noise texture with the core mesh, this collides with particles to allow each body to dynamically and dramatically decay. Ī defining ingredient of both God of War: Ragnarok and its predecessor is the exhaustive special effects that heavily rely on GPU-accelerated particles. Many objects can be broken down or shattered into pieces, which is reflected in the gameplay via environmental puzzles that follow the basic laws of physics. This is carried over to the game’s use of physics both in animation and the world itself. Tessellated snow deformation is used extensively, now with a better blend of particles and refined deformation – mixed with normal maps and lighting effects – resulting in improved self shadowing and adding to the world interaction as snow displays the scars of your rage. Even more impressive is how the team has improved many areas compared to the first game from 2018. And from that perspective, it’s quite impressive that the base PS4, a piece of hardware nearly 10 years old, still offers such incredible visual and performance levels. The core assets, character models, materials, particle and visual effects, and animations are close to identical no matter which platform you play on. Either way, these are big leaps over last generation. A third toggle is also available that turns a High Frame Rate mode on or off for each. Right from loading you are asked to choose between Favor Resolution or Favor Performance, with the former offering the highest pixel quality and the latter offering higher frame rates. The PlayStation 5 is significantly more powerful than the PS4 and PS4 Pro, which is reflected in the modes and outputs available. Sony Santa Monica returns with a second serving of God of War, and this time around we have the new generation of consoles entering the mix.
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