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God of War Ragnarök PC - DF Tech Review - PC vs PS5 - Optimised Settings

rodrigolfp

Haptic Gamepads 4 Life
You Dont Say Angelina Jolie GIF


Not sure if that option below controller options affects mouse as I never tried with it enabled, but if it affects, my mistake, maybe I was remembering some other game. (HZD, HFW, Days Gone, or GoW).
 

Zathalus

Member
I see the latest patch mentioned the volumetrics issue with the fog has been fixed. With the tesselation and loading fixes from the previous patches I believe the only missing graphical effect are the RT cube maps. I wonder if those will get added.
 

Gaiff

SBI’s Resident Gaslighter
I see the latest patch mentioned the volumetrics issue with the fog has been fixed. With the tesselation and loading fixes from the previous patches I believe the only missing graphical effect are the RT cube maps. I wonder if those will get added.
Was just about to post this.

Screenshot-2024-10-04-160107.png


Makes me wonder if they couldn't have used another method to add rt reflections instead of using that unusual method SSM employed.
 

yamaci17

Member
no zen 2 fix? damn. I wonder how hard it is to fix and will it become a trend going forward for other games? if so, it will invalidate using zen 2 cpu on desktop to measure ps5's cpu's performance like I've told many times in past

it's really interesting that ps5 technically has the exact same ccx stuff, even with less cache, yet optimizations somehow does not translate and game probably incurs the ccx performance penalty all the time
 
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Rubim

Member
Doing the same goddamn thing on a KBR requires five fingers on the keyboard plus the whole left hand on the mouse at the same time..
It can't require 5 fingers btw.
You can't press all movement keys at same time and i dont even know exactly what that even means.

You're mostly using 1 or 2 fingers for movement, your camera use the palm of your hand trough. It does not use the "whole" left handed, that's absurd.

You can move your mouse and press the mouse buttons interdependently. That's true specially if you use a mmo mouse.
 

poppabk

Cheeks Spread for Digital Only Future
In reality, lots of PC ports are flawed.

CmAxMkR.gif


GPYraKB.gif


Kgi2Zid.gif
It's a mixed bag though. That spiderman shot without knowing which was supposed to be the 'good' one, I thought it was posting out how they messed up the water on the PC version, but you consider the version with the non-existant water and vanishing car reflection the good one. The second, the shadow is obvious on the right when compared side by side, but the details on the character models and shadows on the left handside are better on PC.
In the third what is even casting that shadow on the floor in the PS version?
Overall the only way you get a definitive version in those ones is that you started with the PS version as the definitive one and then went looking for where the port diverged.
Things like clipping clothes are the obvious flaws that are the lack of care in a port - or in the Last of Us where I saw multiple instances of bright lines where geometry had gaps in buildings.
 

Vick

Member
It's a mixed bag though. That spiderman shot without knowing which was supposed to be the 'good' one, I thought it was posting out how they messed up the water on the PC version, but you consider the version with the non-existant water and vanishing car reflection the good one.
Original Spider-Man didn't use the RT reflections you see on the right.

The second, the shadow is obvious on the right when compared side by side, but the details on the character models and shadows on the left handside are better on PC.
Absolutely not. In fact there's whole shader layers missing on Drake's shirt, same goes for Elena's hair, and every foliage. I can post examples for each of those issue if you like.
That comparison was created via compressed material, cropped and matched together and put into Gif format. It could not and never was intended to show anything other than the missing shadow.

In the third what is even casting that shadow on the floor in the PS version?
That shadow is cast by a curtain.
 

poppabk

Cheeks Spread for Digital Only Future
Original Spider-Man didn't use the RT reflections you see on the right.
That's the point though. You look at that gif and see the shadow pop-in but I see missing reflections on the right, and reflections disappearing as the character moves and rotates.
 

Gaiff

SBI’s Resident Gaslighter
Well, guess what...

it's now listed as "PS5 Pro Enhanced" on PS Store


image.png
I don’t think 4K native is in the cards since the regular PS5 gets around ~35fps at 4K. It would require over 70% more GPU horsepower for this. Perhaps 1440p upscaled to 4K using PSSR like TLOU Part II? Should be easy to pull off.
 
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I don’t think 4K native is in the cards since the regular PS5 gets around ~35fps at 4K. It would require over 70% more GPU horsepower for this. Perhaps 1440p upscaled to 4K using PSSR like TLOU Part II? Should be easy to pull off.

Yeah, I think even PSSR from 1800p (that was the minimum value for HFR quality mode) is very much possible

This was the official slide for PS5 (and PS4)

fgm-6-zuoaexpp1-1667481794505.jpg
 

ChiefDada

Gold Member
Yeah, I think even PSSR from 1800p (that was the minimum value for HFR quality mode) is very much possible

This was the official slide for PS5 (and PS4)

If they choose to be ambitious I reckon they could drop to native 1440p for a new PS5 Pro quality mode and use PSSR to upscale to 4k while adding RT effect. No need for native 4k. Their TAAU was already impressive on base PS5; PSSR would be bonus to me.

I mean seriously, at least one Sony first party studio has to show up with a PS5 Pro graphics mode, right? This is why I think they've been showing us essentially PS5 Pro HFR modes capped at 60fps and for whatever stupid reason are waiting to show the new Pro graphics modes. It's also possible I've been huffing a lot of hopium so who knows🤷‍♂️
 

Gaiff

SBI’s Resident Gaslighter
It's also possible I've been huffing a lot of hopium so who knows🤷‍♂️
That's more likely.

The guys at Jetpack at least didn't think that adding ray tracing was worth it. I'm kind of disappointed that Sony isn't doing more with their first-party titles than just flipping on PSSR and calling it a day. So far, the best use of the Pro has been F1 2024 by a wide margin. I guess that 2-3x faster rt will be put to good use later on, but I didn't want to wait months to see it in action. Silent Hill and Black Myth Wukong would be good candidates, but it doesn't sound like anything special will be done for them.
 
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If they choose to be ambitious I reckon they could drop to native 1440p for a new PS5 Pro quality mode and use PSSR to upscale to 4k while adding RT effect. No need for native 4k. Their TAAU was already impressive on base PS5; PSSR would be bonus to me.

I mean seriously, at least one Sony first party studio has to show up with a PS5 Pro graphics mode, right? This is why I think they've been showing us essentially PS5 Pro HFR modes capped at 60fps and for whatever stupid reason are waiting to show the new Pro graphics modes. It's also possible I've been huffing a lot of hopium so who knows🤷‍♂️
That's more likely.

The guys at Jetpack at least didn't think that adding ray tracing was worth it. I'm kind of disappointed that Sony isn't doing more with their first-party titles than just flipping on PSSR and calling it a day. So far, the best use of the Pro has been F1 2024 by a wide margin. I guess that 2-3x faster rt will be put to good use later on, but I didn't want to wait months to see it in action. Silent Hill and Black Myth Wukong would be good candidates, but it doesn't sound like anything special will be done for them.
The problem is that most of Sony's big games like Horizon and God of War are going to be two years old and as Guerrilla told DF, if the Pro had come out closer to the HFW release, they would have made more stuff such as using additional power from the GPU or Raytracing.

Support for these games has probably been almost completely abandoned and studios like Guerrilla and Santa Monica are probably busy enough with their current projects.

The only game where a real effort could be made would be for Spider-Man 2 especially if the DLCs are still planned but if there is no new content planned for the game, the problem will be the same.

Of course we can say that that is not our problem and that it should be Sony studios to show us the real interest of the Pro and not FF VII Rebirth or F1 2024 but these games were also released a few months ago .

I think that the first Sony games except for a good surprise for the launch of the Pro where we will see the first real differences between the PS5 and Pro versions, it will probably be with DS2 and Yōtei.

One of the best things to show off the Pro would also be to have CD Projekt release a patch for Cyberpunk but I find it hard to believe with the fact that they changed the engine and almost completely abandoned support for Cyberpunk.
 
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ChiefDada

Gold Member
So far, the best use of the Pro has been F1 2024 by a wide margin.

I wonder how it stacks up to PC. Here Tom was running the game maxed out on a 4080. He noted that he needed to enable DLSS quality to get a playable experience. So same internal resolution as Pro, although we don't know preset settings on Pro, it's running most of the RT features with the exception of RT shadows.

 
I wonder how it stacks up to PC. Here Tom was running the game maxed out on a 4080. He noted that he needed to enable DLSS quality to get a playable experience. So same internal resolution as Pro, although we don't know preset settings on Pro, it's running most of the RT features with the exception of RT shadows.


Yeah that should be a fun comparison with it only missing RT shadows it should be a close match to PC hopefully it's not up against a 4090 though
 

SliChillax

Member
Original Spider-Man didn't use the RT reflections you see on the right.


Absolutely not. In fact there's whole shader layers missing on Drake's shirt, same goes for Elena's hair, and every foliage. I can post examples for each of those issue if you like.
That comparison was created via compressed material, cropped and matched together and put into Gif format. It could not and never was intended to show anything other than the missing shadow.


That shadow is cast by a curtain.
just wanted to reply to you but not reply to that exact quote. I want to say as a PS5 owner and PC gamer who always uses a controller, I agree and disagree with you. Nowadays I never play games on launch day, especially on PC and especially PS ports. I only buy PS5 exlusives day one and when the PC version releases, I wait until its patched so its not inferior to the PS5 version. Once you do that, you cannot tell me that any game is better on the PS5. My backlog is so huge that I dont mind waiting, maybe its not ideal for everyone but I treat the release date as a beta release date and forget about it. Btw the draw distance issue has also been fixed on Uncharted. That said, I will probably play Ragnarok on my PS5 Pro if they havent solved all issues on PC til November. As for any small missing effects on Uncharted, you notice that shader more than you do native 4K with DLAA and 120fps? Id rather have some small graphical anonalies but keep native 4K and 120fps.
 
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Gaiff

SBI’s Resident Gaslighter


In this game at 1440p, the PS5 outperforms the 6800 at 1440p, which is a first. Relative to AMD, this is probably one of its best results. NxGamer didn't say by how much though but the average run seems comparable with the 6800 peaking higher and reaching the 120fps cap at its highest and the PS5 falling slightly short at 116fps.

Interestingly, however, NVIDIA GPUs beat the brakes off their AMD (more specifically RDNA2) counterparts in this game. So much for AMD hardware being easier to work on because the PS5 also has an AMD GPU.
performance-2560-1440.png

Ultra_1440p-p.webp
The 3060 Ti is about as fast or faster than a 6800 at 1440p. I don't think I've ever seen that outside of ray tracing. The 6800 is generally 30% faster than the 3060 Ti, so massive underperformance by AMD there. NxGamer also notes that his 2070 struggles enormously even at 1440p, possibly due to a lack of VRAM, but from what I've heard, the game is quite light on VRAM. I suspect his 2700X he paired with the 2070 has much more to do with the abysmal performance as even the 3600 just crumbles running this game. The PS5 here, at least compared to AMD, performs like a 6800 which is usually around 45-50% faster, so that's pretty shocking. Compared to NVIDIA, the gains are more modest and more in the line of 20%, a tad below TLOU if I'm not mistaken. Seems to be closer to a 3060 Ti, which I speculated a few days ago. It appears to be slightly behind a 2080 Ti because the 2080 Ti is 10-15% faster than the 6800 in this game. As is the 3070.

Edit: Never mind this part. It shows the PS5 is 22% faster over the course of the run. It’s on par with a 3070 Ti then, so very close to the results of TLOU for NVIDIA and much much better against RDNA2.

Optimizing the settings to be closer to PS5 Performance Mode also improves the performance by around 34% from Ultra. Add around 34% to those benchmarks above running Ultra settings at 1440p and you should get an approximation of how they stack up to PS5's Performance Mode. The HU benchmark deliberately went for the heaviest area Steve could find, so do keep that in mind.

REQXN0d.png



It's also worth noting that AMD has made driver improvements that enormously improve frame pacing and 1% lows.

Zxr1Q7M.png


Here, the average fps increased by just 7% but the 1% lows almost doubled. The frame time graph also doesn't look like a saw anymore. Notice the higher GPU usage as well.

Coupled with the ongoing tessellation issues, missing effects at launch, weird Zen 2 performance, and lack of cubemap ray-traced reflections, this game still needs some time in the oven. It will be interesting to see what they can accomplish with a few more patches. I will say that it is disheartening to get yet another PC game that came out undercooked.

I must have missed that I had no clue it used any type of RT but apparently it's super heavy over 4 ms I haven't played anything this generation at 30 fps so I guess I wouldn't know lol
Would be interesting to know how fast NVIDIA cards can accomplish this using RTX/DXR. 4ms is quite a lot, especially for a 60fps target, but they have much faster RT hardware than the PS5's GPU at the expense of a heavier APU. I'm guessing the 4090 could do it in something like 1ms whereas a 3060 Ti might take closer to 3ms.
 
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kevboard

Member
The 3060 Ti is about as fast or faster than a 6800 at 1440p. I don't think I've ever seen that outside of ray tracing. The 6800 is generally 30% faster than the 3060 Ti, so massive underperformance by AMD there.

yeah the 3060ti performs as it should here. aka, slightly better than PS5. so it's clearly a case of AMD underperforming when their cards fall this hard behind the PS5 equivalent.
 

Gaiff

SBI’s Resident Gaslighter
Not directly related but pretty cool level design snippet I came across. For me, Ragnarok is the best looking cross gen game.
Really? Thought this was HFW for you too. GOWR looks good, but I don't find it looks that much better over its predecessor, even on PS5 whereas HFW is an enormous upgrade and definitely looks like a current-gen game.

yeah the 3060ti performs as it should here. aka, slightly better than PS5. so it's clearly a case of AMD underperforming when their cards fall this hard behind the PS5 equivalent.
I added some more later on. The PS5 actually outperforms the 3060 Ti too since it beats the 6800 by 22%. This puts it into 3070 Ti territory.
 

kevboard

Member
I added some more later on. The PS5 actually outperforms the 3060 Ti too since it beats the 6800 by 22%. This puts it into 3070 Ti territory.

ok, that is wild. but then again, the game clearly isn't fully polished up yet. it still misses the perspective corrected cubemaps, and had to get patched to eliminate the pop-in that not even the PS4 version had.

tessellation seems to be broken still as well to a degree.

so yeah. the port seems to not actually be a finished product (hardly surprising these days I know lol)
 

Gaiff

SBI’s Resident Gaslighter
ok, that is wild. but then again, the game clearly isn't fully polished up yet. it still misses the perspective corrected cubemaps, and had to get patched to eliminate the pop-in that not even the PS4 version had.

tessellation seems to be broken still as well to a degree.

so yeah. the port seems to not actually be a finished product (hardly surprising these days I know lol)
Sony should have hired more than 4 dudes to work on this project.
 
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