God of War 1.0.9 update for PC is now available. You’ll find a breakdown of all the changes, features, and fixes heading to the PC port of Santa Monica Studio’s acclaimed action-adventure in the latest God of War update and patch notes right here on this page.
God of War 1.0.9 introduces a new aiming and blocking setting that allows users to define whether they prefer to toggle or hold. Performance gets some love, too, in God of War 1.0.9, with triple buffering enabled to reduce micro-stutters, and GPU memory now features in video settings to help with troubleshooting.
As for the fixes, God of War 1.0.9 targets performance, patching up several different crashes and cutting down on the number of small objects to boost frame rates. The patch also shares the studio’s progress in fixing an AMD shader caching issue.
Check out the complete God of War 1.0.9 patch notes below for all the details.
God of War 1.0.9 Update Patch Notes
- Aiming and Blocking can now be configured as a toggle instead of a hold
- Triple Buffering can now be enabled to reduce micro-stutters at the cost of a minor latency increase
- GPU memory usage is now included in the video settings to aid performance troubleshooting
God of War 1.0.9 Fixes
- Memory values will now be detected properly when using integrated graphics
- Silent crashes will no longer occur if a GPU reports invalid memory values
- Some gameplay systems will no longer cause intermittent crashes
- Implemented small object culling to help reduce the number of objects being processed by the CPU:
Developed in response to recurring AMD performance issues, this change should improve minimum frame rates in scenes where there are many objects on-screen. During our testing, we saw an average 20% improvement in frame times above the 95th percentile.
To those not experiencing instances of major frame rate drops, please note that this change will not result in a significant improvement to graphical performance.
- AMD Shader Caching – Throughout our testing, we noticed intermittent frame rate reductions when shaders were accessed for the first time. We are working with AMD to resolve this in a future patch.