Godfall is out now on PC and we’re going to take a look at its performance and various other options. It’s a gorgeous game that doesn’t exactly require the best rig around to run despite being a PS5 launch title. Before getting into the nitty-gritty, let’s take a loot at the minimum and recommended specs.
Processor: Intel Core i5-6600 / AMD Ryzen 5 1600
Memory: 12 GB RAM
Graphics card: Nvidia GeForce GTX 1060, 6 GB / AMD Radeon RX 580, 8 GB
Processor: Intel Core i7-8700 / AMD Ryzen 5 3600
Memory: 16 GB RAM
Graphics card: Nvidia GeForce GTX 1080 Ti, 11 GB / AMD Radeon RX 5700 XT, 8 GB
Fall to zero
As you can see, Godfall has a basic list of graphics options. It doesn’t specify the kind of AA it uses, but it’s likely MSAA as the game looks great. The quality preset slider should make it easy for anyone to find a happy medium between performance and quality. Motion blur can thankfully be turned off, and you can directly control how much bloom the game uses. The only surprise is the AMD Fidelity LPM, which is only something you’ll be using if you’re playing with HDR on.
Strangely, there’s no ray tracing on day one, even though the PS5 version supports it. It’s supposedly going to come at a later date, and I have no idea if it’ll work on my card or not. As for the individual graphics settings, they range from low to epic and many of them make a very noticeable difference. Let’s take a look.
The game looks good no matter where you have the settings, so there’s no potato-mode equivalent on display here.
Now I’m taking control
Godfall has controller support, but it only appears to be for Xbox-branded ones. My DualShock 4 wasn’t recognized at all, so I had to use a program to get around that. All things considered, though, the game plays a lot better with a mouse and keyboard. Controllers work, sure, but the camera is stuck to the player’s back and it’s simply much easier to be precise with a mouse.
PC controls are also completely rebindable via the menu:
There you have it. Godfall has a good PC version that’s missing ray tracing for now.