God of War: Ragnarok [PC, PS4, PS5]

It’s only double when comparing older GPUs to the PS4. That’s been the norm for most Sony ports that are DX12. Uncharted 4, TLOU, Forbidden West and Ghosts. Only Spiderman performed reasonably.
Again, requiring higher on-paper specs on PC has been normal for these PS4 1st party titles, but not DOUBLE or more the power. That's not normal. I've played quite a few of them at this point.

I know something like Pascal isn't great with async compute or whatever, but it's not so bad as this would suggest. Plenty of DX12 titles run fine on these GPU's. Much of the issues surrounding the early days of DX12 titles were as much devs not being used to using it as it was anything hardware-related. And it's not like Ragnarok is using any DX12U features as standard or anything.
 
Again, requiring higher on-paper specs on PC has been normal for these PS4 1st party titles, but not DOUBLE or more the power. That's not normal. I've played quite a few of them at this point.

I know something like Pascal isn't great with async compute or whatever, but it's not so bad as this would suggest. Plenty of DX12 titles run fine on these GPU's. Much of the issues surrounding the early days of DX12 titles were as much devs not being used to using it as it was anything hardware-related. And it's not like Ragnarok is using any DX12U features as standard or anything.
Have you played any of those titles or watched youtube runs of them on pascal GPUs? It really is that bad.
 
Have you played any of those titles or watched youtube runs of them on pascal GPUs? It really is that bad.
Those specific games, no.

I just had a look at Ghost of Tsushima with a GTX1070 and........yea, you seem to be right here. Even at 1080p with Medium settings, it seems to be in the 30-40fps range for much of the time.

My bad on this.

Really makes me wonder why they're doing this, though. Especially for something like Ghost of Tsushima which doesn't have any DX12-required features as far as I know.
 
Those specific games, no.

I just had a look at Ghost of Tsushima with a GTX1070 and........yea, you seem to be right here. Even at 1080p with Medium settings, it seems to be in the 30-40fps range for much of the time.

My bad on this.

Really makes me wonder why they're doing this, though. Especially for something like Ghost of Tsushima which doesn't have any DX12-required features as far as I know.
The features don't matter, It would be too much work to rewrite the code to perform well on these older GPUs.
 
Do the shaders from Playstation Consoles work as is in Direct3D ?
At a high level yes, but PlayStation uses its own shader language. Any code paths or "hacks" tailored specifically to Playstation may not work at all as Direct X doesn't expose as much functionality. Work arounds may end up being quite a bit slower to achieve the same or similar results.
 
Those specific games, no.

I just had a look at Ghost of Tsushima with a GTX1070 and........yea, you seem to be right here. Even at 1080p with Medium settings, it seems to be in the 30-40fps range for much of the time.

My bad on this.

Really makes me wonder why they're doing this, though. Especially for something like Ghost of Tsushima which doesn't have any DX12-required features as far as I know.
Ghost of Tsushima is another horrible one. A 4080 to run a PS4 game at 4K/max settings/60 fps lol? It doesn’t have that much going on beyond the PS4 even maxed out as highlighted by Alex.
 
Again, requiring higher on-paper specs on PC has been normal for these PS4 1st party titles, but not DOUBLE or more the power. That's not normal. I've played quite a few of them at this point.

I know something like Pascal isn't great with async compute or whatever, but it's not so bad as this would suggest. Plenty of DX12 titles run fine on these GPU's. Much of the issues surrounding the early days of DX12 titles were as much devs not being used to using it as it was anything hardware-related. And it's not like Ragnarok is using any DX12U features as standard or anything.
I don't know about DX12U features but those late PS4 gen games should extensively use PS4 features like async compute which that hardware has in abundance.
 
I imagine it's simply a matter of the devs optimising the PC version of the game in line with how modern GPU architectures work which is likely less than optimal for the 8 year old Pascal.

I'm sure if Pascal was the primary target for the PC port it would perform far better on that architecture.
 
Wouldn't one of the design goals of whatever came after pascal be to run stuff better than pascal ?

If I remember the context of the comment correctly it's that the game performs far worse on Pascal than on newer architectures relative to their normal performance difference.

The reason could be that the game specifically utilises aspects of newer GPU architectures that may be lacking in Pascal, i.e. deliberately sacrificing performance on that architecture in favour of better performance on newer ones. If the game were targeted at Pascal those decisions would have been different.
 
Played about an hour on the PC. maxed out 4090. It runs very well. Easily 150fps+ in the first hour of the game. Stopped at the odin/thor cutscene for ref.

3440x1440p. Ultra everything. DLAA. No DLSS or FG.

With all the fur and hair details, really made me wish for Nvidia Hairworks. Shame it's gone.

New update out as well but I played with vanilla game version fwiw

image.png
 
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Is this the same engine as the other God of War from 2018 ?
ps: about the other God of War it has a config file with theses 2 lines

DLSSQuality=Quality ; Values: Off, UltraPerformance, Performance, Balanced, Quality, UltraQuality
RenderScale=Off ; Values: Off, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100

Does that mean I'm not using DLSS ?
 
Played about an hour on the PC. maxed out 4090. It runs very well. Easily 150fps+ in the first hour of the game. Stopped at the odin/thor cutscene for ref.

3440x1440p. Ultra everything. DLAA. No DLSS or FG.

With all the fur and hair details, really made me wish for Nvidia Hairworks. Shame it's gone.

New update out as well but I played with vanilla game version fwiw

image.png
3 patches (well 2 plus one hotfix) in 3 days. Jetpack Interactive are an incredible porting studio. They're right up there with Nixxes for Sony as far as I'm concerned. I'm so glad my worries were unfounded with this game switching from DX11 to DX12. This studio cares.
 
Is this the same engine as the other God of War from 2018 ?
ps: about the other God of War it has a config file with theses 2 lines

DLSSQuality=Quality ; Values: Off, UltraPerformance, Performance, Balanced, Quality, UltraQuality
RenderScale=Off ; Values: Off, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 100

Does that mean I'm not using DLSS ?
Same engine, but new render API backend.

That would mean you ARE using DLSS Quality. Render Scale I believe only works when reconstruction is off and you're using TAA.
 
Game has such good asset quality but the lighting and shadows would have majorly benefit from RT. It’s so flat in a lot of places and really holds back the visuals from being top tier.

It’s easy to run so there’s plenty of headroom for RT. I wouldn’t be the least bit shocked to see a RT patch for PS5 Pro first and then PC.
 
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