God of Warfare’s PC port is an enhanced version of a fantastic game, with a couple of options we like to see on PC like DLSS upscaling, a versatile FPS limiter, and ultrawide help. That final one was a no brainer inclusion for God of Warfare’s builders as they began work on the PC model of the sport, lead UX designer Mila Pavlin instructed me. “I believe that is only a large recreation for the widescreen format,” Pavlin stated. “It has these big vistas, the large sweeping moments, and the cinematics that play to that… So I believe that was one thing that was actually necessary to the workforce, as we had been taking a look at how one can current the sport in the very best approach.”
For UI designers, making a recreation work properly in ultrawide consists of some pretty apparent duties. You need to be sure that UI components which are ‘pinned’ to the corners of the display screen in 16:9 aren’t uncomfortably out of view on a 21:9 monitor. However that is simply one of many concerns builders need to cope with to make ultrawide work. The sphere of view at that wider side ratio is usually a large drawback for video games that had been initially solely constructed to help customary widescreen.
“It isn’t simply setting decision and completed. I want it was that simple,” stated Matt DeWald, the senior technical producer on God of Warfare’s PC port. If you happen to widen the side ratio with out growing FOV, it simply does not look fairly proper to our brains. However when you widen the FOV, you begin seeing issues that you simply had been by no means imagined to, like in bad ‘HD remasters’ of old TV shows.
“Now there’s all these things that was on the sting and lower off on 16:9 that now could be within the scene,” DeWald stated. “Like ‘Oh no, Atreus is warping by the scene as a result of he is entering into place.'”
“So that you had to return and animate all these issues. It required taking part in by your entire recreation. And never simply cinematics as a result of we’re a no-cut digicam, proper, it is the one shot your entire approach. So it is actually taking part in by your entire recreation… all these managed digicam moments, like when Kratos is making an attempt to kill one thing and he goes right into a locked animation, the digicam’s managed to that scene, or there’s some gameplay second the place one thing reveals up just like the Draugr coming out and Kratos whipping out the axe and it frosting up.
“These aren’t cinematics per se, they’re simply gameplay moments. You have to undergo all of these and examine to see: Was there a Draugr on the facet of the display screen that popped into visibility as a result of he’ll be attacking from behind? Is Atreus warping round? Is Kratos’s skirt flipping round as a result of the material simulation is not working correctly? There’s all that sort of stuff that it’s important to undergo and tweak. It was actually simply hand effort to return and repair up all these issues.”
The one approach to make sure God of Warfare appeared excellent with a wider FOV was to play it in ultrawide. So much.
“As a result of it is exhausting to systematically discover these points, it requires a human being to have a look at it and watch it, you’ll be able to think about taking part in by not solely a 30 hour recreation from the core recreation components, but in addition all of the exploration areas and all that stuff, you are speaking about 80-plus hours to play by your entire recreation to seek out the visible issues,” DeWald stated. “And you have to run by that a number of occasions.”
God of Warfare’s PC port was developed by a small workforce at Santa Monica Studio alongside Jetpack Interactive, whereas most of Santa Monica remains to be dedicated to growth on the upcoming sequel God of Warfare Ragnarok. As QA logged visible bugs, the PC port workforce would pull in animators to repair them.
“As a lot as I might like to say that we deliberate appropriately and it took precisely that period of time, it did not,” DeWald stated. “QA would discover some new situation that we missed the primary time round. As soon as they opened up the lots of of bugs ,the quantity of labor it took to repair all of these, it was fairly a little bit of effort.”
These types of animation points actually aren’t unique to God of Warfare’s “no-cut digicam” design—just about any recreation constructed for a locked FOV goes to exhibit some issues whenever you widen the lens. However it’s emblematic of how far more difficult life will get for video games designed round a hard and fast console spec once they’re introduced over to the PC.