Text article:
Digital Foundry delivers the definitive analysis on how God of War: Ragnarök scales across three PlayStation consoles.
www.eurogamer.net
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Summary:
- Differences are subtle compared to Horizon FW's PS4 vs PS5 comparison
- Overall visual design is very similar and no real visual compromises on last-gen
- The goal for devs was always to create an experience of "closure" for the Nordic saga on PS4 despite having dev kits from early in development
- PS5 has higher quality indirect lighting and less "light leaking" compared to PS4/Pro
- PS5 uses SSDO, not used on PS4/Pro. Shadow Quality on PS5 is higher, higher still on Quality mode.
- PS5 has extra lights in cinematics compared to PS4 (not Hero lighting)
- SSR and cube map quality is better on PS5 compared to PS4 and Pro
- DoF and motion blur scale based on resolution/frame rate of each respective console
- But base PS4 has the highest quality motion blur in terms of shutter speed. As a result, base PS4 at 30 FPS mode feels the smoothest in all console 30 versions
Resolutions:
- Base PS4: 1080p
- PS4 Pro: TAA based upscaling, checkerboard is gone.
- PS4 Pro - Resolution mode: 1440-1665p. Generally sticks to top end and looks close to PS5 in terms of clarity
- PS4 Pro - Performance mode: 1080-1665p. Generally close to 1080p mostly
- Running PS4 version on PS5 locks out "Resolution" mode and only runs Performance mode near its higher end most of the time.
Performance:
- Base PS4 is mostly 30 FPS with minor drops in cut-scenes and here and there.
- Pro Res mode is basically a perfect 30 everywhee
- Pro Perf: 40~55 fps. 35 fps lows, only 60 when looking at the sky.
- Pro Perf mode is very unstable and juddery. John doesn't recommend it
- PS5 loads in 10~ seconds
- PS4 loads in 30~ seconds, seems long but is faster than GoW 2018.
- You generally don't see loading outside of load game or dying.