God of War Ragnarok feature-4

God of War Ragnarok Patch 6 improves performance on AMD Zen1 and Zen2 CPUs


Jetpack Interactive has released Title Update 6 for the PC version of God of War Ragnarok. This patch brings visual improvements and performance increases on AMD’s older Zen CPUs. So, let’s take a closer look at it.

According to the devs, Patch 6 will improve performance of AMD Zen1 and Zen2 processors in areas where the game was CPU limited. This will definitely please a lot of AMD PC users out there. Moreover, the update increases tessellation in Realm Between Realms back to PS5 quality. As such, the PC version will not look inferior, in any way, to the PS5 version.

Patch 6 also improves overall stability. For instance, it fixes a crash that would occur in various locations in Vanaheim. It also fixes a crash in UI when opening certain Journal pages.

The devs have also fixed an issue where cinematic dialogue audio would be lower volume than intended. Plus, attack indicators will now look correct when using frame generation. Thus, you’ll be able to use Frame Generation in order to boost your in-game performance.

From what I could see, this patch does not pack any additional optimizations. To its credit, the game performed great when it came out. Or at least it ran smoothly on our PC system.

Like always, Steam will download this update the next time you launch its client. Below you can also find its complete changelog.

God of War Ragnarok Patch 6 Release Notes

  • Fixed a crash in UI when opening certain Journal pages
  • Fixed a crash that could happen when controllers get disabled or enabled in rapid succession
  • Fixed a crash that would occur in various locations in Vanaheim
  • Improved performance of AMD Zen1 and Zen2 processors in areas where the game was CPU limited
  • Increased tessellation in Realm Between Realms back to PS5 quality
    • Note that the performance issue related to tessellation is resolved in NVIDIA drivers 565.90 or higher
  • Fixed an issue where lock on would rapidly bounce between targets when using mouse. It will now be more “sticky” requiring more effort to change targets
  • Fixed an issue where attack indicators would not look correct when using frame generation
  • Fixed an issue where cinematic dialogue audio would be lower volume than intended