Yesterday, Digital Foundry posted its tech review for the PC port of erstwhile PlayStation exclusive God of War, concluding that the work delivered by Sony Santa Monica and Jetpack Interactive was simply superb. In addition to delivering an excellent conversion of the core content, the team has gone several steps further. Yes, the prerequisites of high frame-rate and ultrawide display support are in, but it's also great to see Sony's ports embracing worthwhile technologies such as Nvidia DLSS and Reflex, in addition to AMD FidelityFX Super Resolution - while integrating its own temporal upscaler.
After receiving review code pre-Christmas, Sony approached us asking whether we'd like to speak to the developers about the game and we eagerly took up the opportunity! In this tech interview, you'll find out what the goals of Sony Santa Monica and Jetpack Interactive were, why the choice was made to use the older DirectX 11 API as its foundation (other first-party Sony ports have favoured DX12), and how the team converted a game based on a single platform with a unified memory subsystem to the split pools used on PC.
In this interview, edited for length and clarity, we talk with Matt DeWald, senior manager for technical production at Sony Santa Monica, and Steve Tolin, a lead from Jetpack Interactive.