God of War: Ragnarök is a different kind of cross-generation title that scales beautifully across three different PlayStation consoles. Here's the digitalfoundry analysis:
, we described the PlayStation 5 version of the game as akin to a maxed PC port of the PS4 code, operating with an essentially flawless level of performance. As the game launches, we wanted to expand on that with many more insights now the embargo restrictions on how much content we can show are over.
The Santa Monica Studio approach is to add performance, visual refinements and consistency. So, for example, a key focus was in solving light leakage problems with the game's global illumination solution. The improvements are palpable - especially so on PS5 - where specular elements that 'glow' on PS4 consoles are largely resolved.
Meanwhile, motion blur and depth of field effects scale with resolution and frame-rate, leading to some interesting results. Despite only running at 30fps, the base PlayStation 4 looks remarkably smooth in its delivery - more so than the quality mode on PlayStation 5. This is down to simulation of a longer shutter speed, and it's an effect that's delivered excellent results elsewhere too, most noticeably in Forza Horizon 5's 30fps quality mode.
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