it's clear that the studio has been granted the budget and time to fully realise its ambitious vision - key ingredients in delivering a quality product. From the smallest of incidental environment details to the most towering of beasts, God of War elevates real-time visuals to new heights while pushing the PlayStation hardware to its limits.
[...]Volumetric lighting also plays a huge role here. From piercing light shafts to thick fog, a voxel grid solution is used to lend a sense of fullness and atmosphere to the game. If you look closely in some scenes when precision is reduced, you can even see the voxel structure used to achieve the effect.
Particles are another impressive feature - GPU-accelerated particles are used in abundance throughout the game. Everything from the ashes and sparks during combat to the performing of a door opening ritual results in a gorgeous shower of GPU accelerated particles.
God of War is receiving a lot of positive press right now - not least its Eurogamer Recommended review - and from our perspective, it deserves its plaudits. It's another great example of a first party studio reaching new heights in terms of visual fidelity, with the title standing proudly alongside the likes of Horizon Zero Dawn, Uncharted 4 and Gears of War 4. From its remarkable rendering technology to its seamless camera system, God of War is a showpiece title - it's an impressive achievement that demonstrates what can be accomplished when that heady cocktail of raw talent, budget and time is deployed on a key project.
As always, polarized replies in the videos comments: it's a clear downgrade for some people and a clear upgrade for some other people.IGN video comparison of E32016 trailer sequence and the same part of the game in the retail version.
IGN video comparison of E32016 trailer sequence and the same part of the game in the retail version.
Some elements do exhibit a downgrade. Like the animated fur on the child's clothesIGN video comparison of E32016 trailer sequence and the same part of the game in the retail version.
Here's Digital Foundry Analysis
text version if you prefer
https://www.eurogamer.net/articles/digitalfoundry-2018-god-of-war-tech-analysis
I didn't watch the Digital Foundry video yet, I ll save it for after i finished the game but i just paused and skimed through the first minutes and there seems to be some spoilery scenes so be careful.
Little summary :
Base PS4 :
1080p@30fps with overall fps performance similar to PS4 pro on res mod.
PS4 pro :
4k checkerboard rendering 1
Resolution mode : Capped at 30fps. Almost stable. few drops during certain scenes.
Performance mode : Similar to GOW III or Ascension.
Runs between 40 & 60 fps at 1080p with average 40fps and can hit up to 60 during quiet sequences.
Some tidbits from eurogamer article
https://www.eurogamer.net/articles/digitalfoundry-2018-god-of-war-tech-analysis
My god, this game really rocks [and I've barely scratched the surface].
Yes, 10+ hours in already. And I have to say, the game is even better now. Those who are playing it on SDR TV are missing out, big time.
I'll post some images on 20th.