God of War Ragnarok is a great port, but will it be enough? – INDIAN

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After two years of waiting, where the continuation of the epic story of Kratos and his son remained only available to PlayStation players, the moment that PC players have been eagerly awaiting has arrived. The world of the Norse gods opens up again on our computer screens, bringing with it not only a breathtaking continuation of the story, but also the question: is this not yet another one of the amazing PC portswhich Sony has been serving us for the past few years?

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I can tell it right away God of War Ragnarok is a pretty good port that has everything the average PC gamer could want. Specifically, very good optimization, for which no modern studio would be ashamed, and the most modern gadgets in the form DLSS or scaling. At the same time, I do feel a certain amount of disappointment that the port doesn’t really offer anything in terms of graphics and visuals that I didn’t see on PlayStation two years ago.

Don’t get me wrong right away. As I said, this is an excellent port that is incredibly good in quality because even though it doesn’t do anything new, it does everything it’s supposed to do perfectly. The good news is that you won’t have to expect a high level right away, but even the game’s smallest details look great, and you won’t be left out of almost anything that offers the beauty of all nine worlds. But I still hoped for more. It’s more than just getting the same graphics with a few PC features for the full price. With other ports I’ve had the pleasure of working with, I’ve always found some differences. And while the changes weren’t always dramatic, it was the details that made me believe I was playing the same game on a device that was 4 times the price of my PlayStation 5. Unfortunately, I just didn’t get that feeling from God. Ragnarok Wars on PC.

On the other hand, I got a perfectly debugged port in which it is really difficult to find errors. So what exactly is my problem? Why was I so excited about the port and equally disappointed? Let’s take this from the beginning.

As with the first God of War port two years ago, the developers at Jetpack Interactive were in charge of the port, and it shows. Last time I was delighted with how well the PC port worked, and it’s the same here. It’s true what to play next PTX 4080 with processor i7-10700k and being surprised that a game is doing well can feel a little strange. A well-tuned game like this that ran even at the highest detail in 4K without DLSS at a nice 70fps and with DLSS enabled at a solid 100fps is almost a miracle for a newly released game these days. There are always small bugs somewhere, but the moment where there were problems in the game was during the transitions to “between worlds,” which is more like an interactive loading screen, so here you can chew 50 frames effortlessly.

However, a rather annoying annoyance that I noticed was the rapid loading of textures during teleport or when exiting the menu. It’s interesting that this also happens in the splash screen, but even then it’s a minor thing. It happened to me several times that the sound froze somewhere and the game crashed 2 times. But if you consider that I can count the errors on the fingers of one hand, then they are so small that I can wave them with my hand.

The second thing that can’t be denied about this game is that it looks absolutely gorgeous. Lighting, textures – it all looks amazing with maximum detail. However, as I mentioned at the beginning, even at the lowest detail, the entire game looks absolutely stunning. You can see that the texture detail is starting to disappear, but there is nothing to worry about. This may be shown a little too much, such as on the weapons Kratos carries which are visible for most of the game, but other than that the environments still look very nice. What you’ll probably notice most when setting up lower detail is the optimization of objects using technology SHIP (Level of detail). The result of this is that the environment dynamically adapts graphically, and objects further away from you are rendered with less detail. And this helps better optimization. If you play there at lower details, you will sometimes notice some sharpening of objects, but during normal gameplay, when you are not looking at the differences, you will notice this very rarely. Jetpack definitely deserves a huge amount of credit for this. It’s been a while since I’ve seen a game that looked so beautiful even at the lowest detail. It is clear that the experience of much weaker consoles is known here. Moreover, Ragnarok was even released on PlayStation 4, so the issue of optimization was already discussed two years ago.

The image settings offer a wide range of options, the main role of which is played by the already mentioned scaling. You can choose one of the following technologies: DLSS, FSR, XeSS And TAA. We used DLSS. I can also praise the fact that changes can already be seen in real time right in the menu. There is also support for ultra-wide monitors or Reflex technology to reduce image lag. Last but not least, we can’t forget Nvidia’s DLSS and AMD’s FSR to help generate images. My slight gripe is that I’m missing ray tracing, which would take this gem to a whole other level, but who knows, maybe we’ll see that feature with the arrival of the PlayStation 5 Pro.

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Source :Indian TV

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