Foren Aktuelles Erstellen Mitglieder Anmelden

PS4/PC God of War

Benutzer, welche sich diesen Thread anschauen:

Ich hoffe das im PSN noch die Standard Version Digital für 59,99 Euro kommen wird,denn die Digital Deluxe für 69,99 Euro mit Digitalem Comic und Artbook kann ich nicht wirklich brauchen.
 
Zuletzt bearbeitet:
Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.

OrdinaryBareButterfly.gif
 
Spoiler-Gefahr:

Um diese Inhalte anzuzeigen, benötigen wir die Zustimmung zum Setzen von Drittanbieter-Cookies.
Für weitere Informationen siehe die Seite Verwendung von Cookies.
On loading up the game and looking at the title screen, the towering figure of Kratos tells us a lot about the visual evolution Santa Monica Studio has delivered compared to previous God of War games. As the camera pulls in, you'll notice the sweat and wrinkles on his worn brow, the pores across his weathered skin, the veins running along his battered hands and the detail of his beard. It's also our first look at how animation and camera work combine beautifully in this game, and the sheer precision in all areas of the artwork.
Getting up close like this showcases the extreme detail, whether it's on Kratos himself, his son Atreus or any of the other friends and foes you'll encounter on the journey. Thanks to the game's reliance on physically-based rendering - leather, cloth and fur all appears highly realistic and sits naturally within the world. Hair and beards both look and move realistically, with excellent shading and detail.
Animation plays as important a role as raw detail and sets a new standard for the series. Attacks connect with and stagger enemies realistically, and everything from tossing an axe at the head of a large creature to swooping up the undead with a vicious attack lends a sense of weight and momentum to the game. Larger enemies - a staple of earlier series entries - also make an appearance, featuring both excellent cinematic and in-game animation.
Character realisation is sensational in this game but ultimately, it's the environments that really steal the show. Early showings of God of War intentionally focused on the gorgeous snowy forests of Midgard but there is so much more here.
From the towering peaks to the smallest details, every inch of the world receives careful attention to detail. Look closely at any scene and it's easy to appreciate - every wooden beam, slab of stone and snarling tree branch is suitably rounded and realistic.
https://www.eurogamer.net/articles/digitalfoundry-2018-god-of-war-tech-analysis
 
Zuletzt bearbeitet von einem Moderator:
Digital Foundry zu den Modi:

Pro 4K-Modus:
When using checkerboard 4K mode, the game does a reasonably good job of holding steady at 30 frames per second in most scenes, with even intense battles that pile on the visual effects sticking mostly to the target frame-rate with only small pockets of dropped frames. It's not quite perfect though, and some effects-heavy scene will see performance drop. Thankfully, this is more of an exception than the rule and most of the game delivers a stable 30 frames per second, but it's not a perfect lock.


Pro Performance-Modus:
Is performance mode the answer? Well, there's a significant increase in frame-rate when you trade in the vast pixel-count for standard 1080p. A stable 60 frames per second is off the table here and the frame-rate is left to run wild instead with noticeable judder. [...] The frame-rate averages in the mid to upper 40s most of the time during any skirmish while some of the quieter moments can jump up to or around 60fps. It's not our cup of tea [...]. As it is, it's a nice option then for those that prefer the fastest possible performance and don't mind the judder you get from uneven frame-rates on a 60Hz display.


Standard PS4-Modus:
Lastly, there is the base PlayStation 4, which is capped at 30fps and here, the level of performance is remarkably like the PS4 Pro with the higher resolution option engaged. Frame-rates generally hold steady at 30fps but there are dips in performance during specific sequences, which does reduce fluidity.


Fazit:
Ultimately, between the two systems and available options, I prefer the capped 30fps mode using the high-resolution option on PS4 Pro. It's a good mix of image quality and stability. The occasional dips below 30fps are frustrating at times but the overall level of consistency is generally solid. The unlocked performance mode is simply way too variable and unstable for my tastes - the judder detracts more from the experience than occasional dips below 30fps.


Also wird es doch der 4K-Modus bei mir.
 
Bin da zum Glück nicht zimperlich. Wird auf jeden Fall ein voller Genuss. Mich ärgert es viel mehr, dass ich keine gescheite Anlage zu Hause habe. Werde ich wohl lieber über Kopfhörer zocken.
 
Genau das find ich auch unprickelnd. Ich will gar nicht die Wahl haben. Die sollen ein geiles Ding coden und das gilt dann für alle bzw. ein Ding für die Pro und eins für die Normale.



IMO ist die einfache Wahl Performance oder Resolution zu verkraften. Das sind zwei Optionen die einem das aussuchen lassen was einer lieber hat Frames oder Pixel.

Das ist ja jetzt auch keine schwere Wahl.... Kann ich mit 30FPS leben oder will ich mehr als 30FPS. Mehr ist das am Ende doch nicht.

Ist ja nicht so als müsstest selbst entscheiden ob du Schatten etc besser willst.
 
Zurück
Oben