God of War Ragnarök on PS5 - The Digital Foundry Tech Review

TubzGaming

Admin | Mod
Moderating
21 Jun 2022
2,220
5,091
icon-era.com
PSN ID
Tubz_Gaming

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.​

 
  • Informative
Reactions: AniWeeb

ethomaz

Rebolation!
21 Jun 2022
8,522
7,234
Brasil 🇧🇷
PSN ID
ethomaz
I think I said everything in the others thead :D

Classic example of cross-gen development holding the game to be a showcase on PS5… so much performance left on the table to be used in in others areas like effects, new rendering techs, etc.
 
  • Like
Reactions: Papacheeks
D

Deleted member 13

Guest
I agree to a certain extent. But I'm not sure what they could do to eat up more bandwidth without taking too much. How many of us would just be ok with RT reflections? I don't think that would be a feature to focus on. In Spiderman it worked because there were so many buildings with windows. The water in most games is lackluster and not seen enough. They could have put reflections on some floors, etc..

The best and most impactful choice would be RTGI but I think it would take too much bandwidth. And Sony companies lag behind big R&D companies like Epic to have their own Nanite solution.
 
  • Like
Reactions: Alabtrosmyster