I mean, there's gonna be some improvement to input latency, but , as the above RDR2 comparison shows, you can only do so much when the animation priooority is that high. The dodge mechanic is one of the moves that didn't have much animation priority to begin with. The quick attack still looks sluggish for being a, well, quick attack
On top of that, Nvidia's low latency mode is known for messing with game engines if proper effort isn't put into its implementation, leading to stutter. Let's see if Cory Lolrog and his team put some effort in this area
Would be cool to see some Necrokiller certified 30fps vs 60fps input latency mechanical keyboard tests for various in-game actions from, well, Necrokiller
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Parrying and dodging feels much better thanks to the frame rate, which makes later battles, including the notoriously tough valkyrie fights, much more manageable.
Good thing, yeah, but the improvement in input latency on PC at 60fps with Nvidia Reflex over the PS4 Pro version running via back-compat on PS5 is quite literally 11ms for the qooooick attack. The difference is comparable to RDR2's 30fps tests across PC and One X
No in-game field of vieooooow setting either. None of Necrokiller's issues have been dealt with here
But but but latency adds up. If 13.3ms adds up to a hooooouge difference, imagine what 11ms does for this game. And this is not counting the game running at higher frame rates and higher refresh rate displays (does PS5 version even have a 120Hz mode? lol no )