God of War Ragnarök: The PC Port Faces Minor Technical Setbacks! [VIDEO]

We’re not talking about the fact that it requires a PlayStation Network account (this can be bypassed with a mod, but its developer has taken it off the Internet because they’re afraid Sony will sue them…), but technically the PC version is behind, although that shouldn’t really happen…

 

Digital Foundry has analyzed the PC port of God of War Ragnarok and you can check it out below. The quality of the port is fair, but it offers very few options to improve the visual quality beyond what the PlayStation 5 can offer. In fact, in some cases the adventure of Kratos and Atreus is slightly uglier on PC than on console, and since it’s been almost four years since the PlayStation 5 was released, there have been a lot of technological advances on the PC front, so you’d expect to get something a little nicer on a sufficiently powerful configuration…

There’s no problem with shaders, as they’ve moved to DirectX 12 (the 2018 PC port of God of War hasn’t fully switched yet). The PC port of God of War Ragnarok has good support for ultra-wide and super-ultra-wide resolutions, Nvidia’s DLSS, AMD’s FSR and Intel’s XeSS upscaling technology, and even frame generation technology where possible, so we can call the port modern enough in that regard.

But aside from the higher resolution and smoother performance, the game doesn’t look any better than on the console. In quality mode, the PC lags behind the PlayStation 5, as the port lacks some effects (for example, one of the dream sequences lacks moving fog) and cubemap tracing. Switching between portals is also not as polished, which is understandable and looks even nicer on the PlayStation 4! Performance is not good on AMD Ryzen 3000 processors, and there are also problems with the tessellation settings. These are at least patchable…

So Kratos’ hands are a bit tied…

Source: WCCFTech, Digital Foundry

 

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