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Digital Foundry Analysis of Spider-Man

They evaporated like puddles

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Sony never said that Pro will push true, native 4k at Pro conference. Clearly Cerny mentioned it will use checkerboard rendering or dynamic 4k. Even during Champions League Sony advertising Pro as dynamic 4k.

Yes I remember during the PS4 Pro reveal Cerny said something along the lines of not wanting to brute force 4K with expensive hardware, instead focusing on techniques such as CBR for a more affordable solution with very similar results.
 
Is it possible to download mandatory update on pc and then install it from a stick on the console ?
 
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Is it possible to download mandatory update on pc and then install it from a stick on the console ?

Yes.

Latest Version: 5.56

Update using a computer

For the standard update procedure, follow the steps below. Visit here for the procedure to initialize your PS4™ system and perform a new installation of the system software, such as for when you replace the hard disk drive.

The following things are needed to perform the update:

  • PlayStation®4 system
  • Computer connected to the Internet
  • USB storage device, such as a USB* flash drive
    * There must be approximately 460 MB of free space.
    • On the USB storage device, create folders for saving the update file.
      Using a computer, create a folder named "PS4". Inside that folder, create another folder named "UPDATE".
    • systemupdates-ps4_pc_update_clip_diagram_us-us-02sept14.gif
    • Download the update file, and save it in the "UPDATE" folder you created in
      step 1. Save the file with the file name "PS4UPDATE.PUP".
      systemupdates-ps_btn_dwnld_en-us-02sept14.gif
      Click to start the download.
    • Connect the USB storage device to your PS4™ system, and then from the function screen, select (Settings) > [System Software Update].
      Follow the on-screen instructions to complete the update.
  • If your PS4™ system does not recognize the update file, check that the folder names and file name are correct. Enter the folder names and file name in single-byte characters using uppercase letters.
 
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I don't know, I usually respect DF opinion as they seem to be hardcore neckbeards by themselves. But writing off everything as an "artistic choice"? I'm by no means a graphic expert, but I do think that some of the"E3 effects" would cause more stress on the GPU. Downgrading is not a shame, but please be honest about it. The game will satisfy spidey fans anyway I suppose.
 
I don't know, I usually respect DF opinion as they seem to be hardcore neckbeards by themselves. But writing off everything as an "artistic choice"? I'm by no means a graphic expert, but I do think that some of the"E3 effects" would cause more stress on the GPU. Downgrading is not a shame, but please be honest about it. The game will satisfy spidey fans anyway I suppose.

From what I gather the argument for the one "downgrade" with respect to puddle reflections was that it was manpower related not technical related. Which if it requires a lot of manual work could be true.
 
I don't know, I usually respect DF opinion as they seem to be hardcore neckbeards by themselves. But writing off everything as an "artistic choice"? I'm by no means a graphic expert, but I do think that some of the"E3 effects" would cause more stress on the GPU. Downgrading is not a shame, but please be honest about it. The game will satisfy spidey fans anyway I suppose.
Which elements? Rendering a more cloth-like material is a more taxing and difficult thing to pull off. The water reflections use the same technique in both versions - it's SSR + cube-map. It's just that the underlying cube-map texture is different - a change likely made to ease development across the board. It wouldn't be any more computationally expensive.

Then there's the extra shadow on the pipes - that same type of shadow exists in many other areas. There isn't a direct light source in that room - it's all ambient bounce thus it makes sense to change that to a more diffuse shadow.

The resolution in the final game is higher during this scene, building interiors are rendered, cube-maps on buildings are higher res and there are more interiors now...

I'm not seeing anything in there that would be more expensive to render.
 
After watching the video, I wasn't expecting so much from Insomniac! I wonder if they had help from a Sony 1st party studio or a Sony tech team to accomplish so much?
 
Enjoyed the video.

Funny that that specific spot is a downgrade on one front albeit most likely not a technical one, Dark's assessment of it sounds believable. The rest of the game looks absolutely phenomenal with the caveat that the generic low resolution reflections on lower building levels look out of place.

Props to Insomniac for this game.
 
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I mean, over 1440p considering the amount of stuff presented on such a hardware absolutely is impressive. Like, I was not expecting looking at a very well done world building after Division's take for quite some time, it came sooner than expected. Massive props to Insomniac

I see what you did here. *teehee*
 
I could go either way on the suit material. I like the visual punch of the higher specularity, but the new material does look more believably cloth-like.



I wonder if the softer stuff does a better job at picking up the simulated global illumination in the world?
 
Glad the framerate is solid on the base PS4. I would have considered buying a Pro if there was a significant performance improvement but I don't really care about the resolution.
 
I don't know, I usually respect DF opinion as they seem to be hardcore neckbeards by themselves. But writing off everything as an "artistic choice"? I'm by no means a graphic expert, but I do think that some of the"E3 effects" would cause more stress on the GPU. Downgrading is not a shame, but please be honest about it. The game will satisfy spidey fans anyway I suppose.

The fact that Insomniac was able to add more improvements to the final build rather than reducing it only strengthen the idea that changes was indeed artistic choice.
 
Great. As an owner of a standard PS4 I really love developers that take the time to make sure it runs good on the base machine.
 
I played some Second Son last night, that game still looks great. There is no reason Spider-Man would not look better considering how far we are in the generation and the talent behind it.
 
I played some Second Son last night, that game still looks great. There is no reason Spider-Man would not look better considering how far we are in the generation and the talent behind it.

I still have yet to play SS. I did pick it up cheap in one of the flash sales a few months back for $5. Going to give it a go soon.
 
30 fps is also a developer choice. They could have made it 60 fps if they wanted to.
Only up to a point really. The CPU is so poor that the graphics would have to be dialed back a ton. And still, featuring so large crowds and many cars... I'm still not convinced it would have been possible, while looking at all current gen.
 
I checked to see if the 13:35 mark was ME: Andromeda levels of bad and... it's more of a minor animation hiccup. Hyperbole is an understatement for what describes your comment.


R&C wasn't using full 4K either. Honestly, I think it's a waste of resources to aim for native 4K when solutions such as checkerboarding and temporal injection (especially the latter) offer similar image quality.
Its not similar image quality guy, not even close. Its patch work for consoles that dont really need to exist. More so the Pro since the original one and S are pretty anemic gpu wise.
 
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Sony never said that Pro will push true, native 4k at Pro conference. Clearly Cerny mentioned it will use checkerboard rendering or dynamic 4k. Even during Champions League Sony advertising Pro as dynamic 4k.

According to Engadget, Cerny had to clarify since the initial reveal.

"Sony probably feels the need to clarify these points because after it revealed the PS4 Pro in September, there was some confusion over the capabilities and identity of the new console. It was pitched as a mid-generation upgrade that would usher in an era of 4K gaming, but after the scripted presentation, it became obvious that 4K was still out of reach for most developers "

Link: https://www.engadget.com/2016/10/20/ps4-pro-mark-cerny-interview-hardware/
 
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According to Engadget, Cerny had to clarify since the initial reveal.

"Sony probably feels the need to clarify these points because after it revealed the PS4 Pro in September, there was some confusion over the capabilities and identity of the new console. It was pitched as a mid-generation upgrade that would usher in an era of 4K gaming, but after the scripted presentation, it became obvious that 4K was still out of reach for most developers "

Link: https://www.engadget.com/2016/10/20/ps4-pro-mark-cerny-interview-hardware/

Watch the conference, they mentioned "checkerboard" numerous times. How Engadget interpreted that, their problem.
 
I figured they changed up the shaders on Spidey and it looks like that's what they did. Overall looks great and they did a good job of getting the game running at a stable framerate. Can't wait to play this weekend.
 
Its not similar image quality guy, not even close. Its patch work for consoles that dont really need to exist. More so the Pro since the original one and S are pretty anemic gpu wise.
That's a rather different tune from what Rich Leadbetter said when he compared Rise of the Tomb Raider in native 4K vs 4k checkerboard. He said that the differences are there, but it took him a bit of time to discern them.

Checkerboarding has one disadvantage in motion artifacts hence why I emphasized temporal injection more since the motion is cleaner with that solution.
 
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