Friendly neighborhood made brighter with Ray Tracing?
Finally, the friendly neighborhood has increased its coverage area, and now it’s about to save the day on PCs, too. Marvel’s Spider-man was originally released in 2018 for the Playstation 4, and ever since then, we here at Adrena have dreamed of seeing the web-slinger push beyond the limitations of this generation’s consoles.
Among the biggest annoyances, the first was the 30 frames per second limitation imposed by the processor. Finally, we will have all the fluidity that Mirania deserves, with unlocked frame rates for spectacular action scenes, ray tracing for incredible graphics, fantastic resolutions and graphic filters. Get ready to get into Spider-Man’s web because here we are going to see the ultimate version of Marvel’s Spider-Man game.
Well suited to a variety of PCs
Porting a game to PCs is hard work. Unlike the stable of consoles, with little variation in hardware and none in aspects such as screen format and controls, Marvel’s Spider-man does its homework to bring options to the diverse possibilities of this diverse universe, such as PC Gaming.
Starting with the screens, the game impresses not only with support for ultra-wide format, 21:9 aspect ratio, but also with support for the often overlooked super ultra-wide aspect ratio., 32:9, with Crazy Monitors Odyssey G9. Yes, you may have an absurd immersion of playing on such a screen, but all I can wish is good luck. I bet you can get dizzy playing like this.
Another change is the frame rate. Finally, you can play with unlocked frames and use how many hertz your monitor can display and how many FPS your hardware can spit out.
Control is also an important element and I have good news. The game works well with multiple controllers, which includes the Xbox controller. Also worth noting is DualSense, which works very well with gaming and makes excellent use of features like speaker and haptic feedback.Keeping the same level of PS5 experience. It can be played without problems on keyboard and mouse, but I have to mention one thing here: it is extremely difficult to adapt to play on keyboard and mouse.
As more firepower on the PC, not only do we get an increase in frame rate. The game can now be played at a much higher resolution, especially compared to the original Playstation 4 release. The result is high resolution in even the smallest details of the scene.
But there are other new graphics features. One has to do with shadows, which now have a higher definition than what was available in the original release of the game.
But it’s clear that the machines’ high power to transmit light trails is something to explore, and Marvel’s Spider-man focuses on taking advantage of this technology to reflect the surface. The result is quite visible, especially on more reflective surfaces, but even slightly duller elements begin to interact with the reflection of light.
Depending on the scene, it has a huge impact on the visuals of the game, especially in scenarios with a lot of surfaces with reflections, but unfortunately the use of RT is limited to this and not used for elements such as global lighting or environments. occlusion. Perhaps the performance impact would be too high and Insomiac Games had to limit the amount of use of this technology in order not to lose too much performance, as well as implementing these other features would require additional development time.
Although these are just additions, with higher resolution of shadows and the overall scene, plus ray tracing, it’s all great for a game that already had great graphics at launch without these additions. Marvel’s Spider-man Remaster is at its best on PC, and especially those who played on PS4 will see noticeable leaps in quality.
Marvel’s Spider-Man Performance on PC
Here’s a thread I have to open with a disclaimer: this article is written with initial impressions of the game, before its release, and some screenshots taken before the release of the official Nvidia and AMD drivers for their GeForce and Radeon cards, respectively. . At the time of this article’s publication, Nvidia has already released the GeForce 516.94 driver, which is focused on gaming, but several of us in this publication will notice that the previous version that was available was used to create this publication. comparisons. We’ll have more content comparing performance when both companies release their specific drivers with game improvements.
But if we look at the early stage, we have an interesting performance progression that goes from maximum quality with RT to very low. Ray Tracing reduces performance from 25% (Medium mode) to 33% (Ultra mode) on a GeForce RTX 3090 Ti running at 4K. As we’ve already seen RT halve performance in other games and balance it out with a nice visual boost in several parts of the game, it seems pretty interesting to incorporate the technology with enough performance on the cards.
And what is the minimum hardware before RT? We’ll still provide a video to show the game running on different hardware, but I can expect the GeForce RTX 2060 and Radeon RX 6600 to be able to achieve average RT at 1080p using the game’s high preset and AMD FSR. Or Nvidia DLSS in dynamic mode to get closer to 60fps. The RTX 2060 has the advantage here, which fluctuated less in performance, but it’s good to remember that I’m comparing in a scenario where only GeForce has its driver for the game and AMD still doesn’t.
Now speaking of higher levels, you can quickly search for 4K. The GeForce RTX 3060, even before the official driver, was already capable of running 4K in high definition with DLSS Performance at over 60fps.
Looking at graphics presets, the best balance between graphics and performance should be between high and medium presets, depending on your hardware. Ultra brings a modest gain in graphics quality against a performance loss. Low and Very Low, on the other hand, do the opposite: they don’t bring much improvement in frame rate, but the loss in game visuals is very noticeable and should be avoided unless absolutely necessary.
The problem I notice is some instability in well-placed segments: streets with lots of people and cars. When we go through these segments, I see a performance drop of over 20%, putting someone in the 60fps to 40fps range, which can be annoying. Even dynamic resolution on FSR or DLSS is not enough to avoid this drop, as we tested on RTX 2060 and RX 6600 at 1080p/high. The game will receive a line to reduce population density, which may alleviate the problem, but it was not yet available during our testing.
AMD FSR and Nvidia DLSS issues
Now let’s comment on the critical point of the PC port. Insomiac Games has done their homework and brought support for two technologies that are extremely important to PC gamers: supersampling technologies like AMD FSR and Nvidia DLSS. These technologies provide performance jumps with little graphical impact or, especially when we have temporal filters such as temporal anti-aliasing (TAA), superior graphical results with performance improvements, all at the same time.
And it happens in parts. Both AMD FSR and Nvidia DLSS enabled the Nvidia GeForce RTX 3060 to run Marvel’s Spider-Man at 4K/High, from 59fps in-game without anti-aliasing (AA) filtering to 80fps or higher. Depends on the mode used.. It’s good to note here that the game doesn’t run well without AA, so the advantage is even greater considering that with TAA this section runs at around 54 fps.
But both FSR and DLSS have a serious drawback: excessive pixel retention. A temporal filter always stores information from previous frames to decide a new frame, and this is what solves things like flickering at the edges or excessive aliasing. The problem is that FSR and DLSS seem to exacerbate the defect that is noticeable in TAA, but in TTA it is on a smaller scale.
Periodically, the trail left by moving objects can become gigantic, showing real aberrations on the screen and causing a defect that can be very annoying. Considering how much of Marvel’s Spider-Man game is in motion, this is a problem that needs to be fixed as soon as possible.
This graphical aberration is not new. It was featured in previous versions of DLSS and appeared in Deathloop on its PC release. Given how homogeneously it affects both FSR and DLSS, the fix seems to have to come from the developer. And I hope it will be implemented as soon as possible, because besides this defect, FSR and DLSS have effects far superior to TAA and provide graphics with great clarity and much more performance, which is becoming a “must-have” in this game.
These are our initial impressions of the PC port of Marvel’s Spider-man Remastered. The game has an excellent set of special care for computers, such as unlocking frame rates, freedom of graphics configuration, support for various screen formats and a good set of specific technologies such as AMD FSR, Nvidia DLSS and ray tracing.
My only regret is the initial graphical glitches that the augmentation technologies bring to this stage of the game, before its release. We also need to see if adjusting the population density will help make the game more stable in parts where the player is moving around the map very quickly. In the next article we will go into more detail about performance on different systems, but I can assume that modest hardware is able to run the game.
Those who have never played the game now have the most advanced version of Marvel’s Spider-man. The high frame rate alone is enough to convince me that you should know this game on PC. And for those who have played it, especially on the original PS4, there might be something different for you here. Miranha at 60fps+ is practically a different game. With Ray Tracing, in 4K and UltraFar, it looks spectacular.