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Digital Foundry Analysis of Spider-Man

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.

It's a shame DF didn't do a proper review of Tomb Raider for the X because the so called "quality mode" that used checkerboarding was atrocious. Stipling effects everywhere, even in the UI. The entire image looked fuzzy. I played in native 4k the entire time because the "quality mode" was so bad with artifacts everywhere.

The implementation of checkerboarding on the PS4 Pro seems to be better. At least it is not as noticeable. God of War and Detroit looked pretty good and it was hard to tell it wasn't native.
 
Awesome video. I love DF and this dude in particular. Exhaustive and objective videos. So that puts to rest the dumb downgrade rumors. Hope that it goes viral as much as puddlegate. Cause if it hurt sales, it sucks.
 
What do you consider fluff, out of curiosity?

For me, I'm obsessed with the video making process and a lot of that stuff is me trying to build a video "narrative". Trying to see who likes what and why. I did the first few minutes way before the rest, though, just to get the ball rolling - I feel less stressed when I have the intro stuff done. By that point, I hadn't really gone through the nitty gritty.

I think you did a fantastic job. It's not fluff, it's premium content.

Congrats on doing a fantastic job.
 
30 fps in 2018?

Why?

Well, and I'm speaking only for myself here, but I invested in a costly 4K TV (Sony ZD9) about a year ago and I want my games to look good on it. If I can get both visual quality and 60 fps then fine but if I have to choose I prefer 30 fps and image quality over 60 fps. The type of games I like are fine in 30 fps anyway, I never had any problem playing Horizon or Rise Of The Tomb Raider for example due to 30 fps. I play mostly solo, immersive, western AAA games anyway so it's fine.
 
I've seen complaints about the game being Ps4 exclusive. Does the Sony movie license extends to games? Or Marvel simply chose Sony to make the game and then Sony hired Insomniac?
 
I've seen complaints about the game being Ps4 exclusive. Does the Sony movie license extends to games? Or Marvel simply chose Sony to make the game and then Sony hired Insomniac?

Marvel approached Sony, so Sony approached and asked Insomniac which superhero they wanted to choose (they have free choice), so they chose Spider-Man.

Insomniac Chose Spider-Man PS4 After Being Given a Choice by Sony and Marvel

"Long story short: Sony came to us and asked if we wanted to work with Marvel. Sony and Marvel let us decide what character/universe we wanted to make a game based on. We chose Spider-Man." Insomniac was essentially given free range to choose where they wanted to focus their energy in the Marvel universe, and they landed on Marvel's Spider-Man themselves, rather than having it assigned to them.


P.S. Don't respond to that 30fps bait post. It was quite clear they were trolling and have no intentions to return. Too busy arguing with ad hominem attacks in the Politics forum.
 
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I've seen complaints about the game being Ps4 exclusive. Does the Sony movie license extends to games? Or Marvel simply chose Sony to make the game and then Sony hired Insomniac?
Theres a story, in an interview the guys of Insomniac told it..... dont remember well but i think marvel contacted Sony, Sony contacted Insomniac and Marvel told the studio....."Make a Great Videogame, just choose what Superhero you want"....Spiderman was the chosen.
 
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.

Why would a static, cloth like texture be any harder to render? Serious question. If the cloth physics / animations are the same for both suits why is how one texture is "painted" harder on the hardware than the other? I figured the shiny suit would be harder on the hardware because the system would constantly be calculating light "shiny spots" on the shiny suit while light would just fall dull on the cloth suit (no shiny lighting effects to calculate.). Didn't both suits, outside of lighting reactions, behave the same in regard to cloth-like simulation?

You are the expert here, and perhaps you could do a second video explaining why things that are upgrades can sometimes appear to be "obvious" downgrades at first glance.
 
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What do you consider fluff, out of curiosity?

For me, I'm obsessed with the video making process and a lot of that stuff is me trying to build a video "narrative". Trying to see who likes what and why. I did the first few minutes way before the rest, though, just to get the ball rolling - I feel less stressed when I have the intro stuff done. By that point, I hadn't really gone through the nitty gritty.

Great video dark10x. I like the in depth work, keep at it! Game looks amazing too.
 
Not only are there no downgrades. There are instances where there are upgrades. Hahahahaha! This is so funny. I just recently played the game and I couldn't wait for the truth to come out.
 
Which elements?
I think that, on the whole, the lighting change has been for the better, especially outdoors. I can see we ended up using that same building shot.

My brain has been trying wrap itself around what my eyes are seeing, but I believe I finally understand. I'd appreciate feedback on some of my observations. I'm sure I speak for all of us that it's great to have you here interacting and teaching people.

I'll start with the shots that form the basis for my observation, then move to more example shots.

Firstly, I must establish that the shadows in comparison images on Spidey and the 2 enemies that are casting visible shadows are in the exact same position.
Enemy Shadow:
IYTc.gif

Spidey Shadow:
LYTc.gif

You can enhance and check the shadow on the 2nd enemy if you would like.

I marked these spots if people want to see the corresponding positions:
1. Enemy #1 Shadow
2. Enemy #2 Shadow
3. Spidey's Shadow
4. Self-shadow and lighting interaction with suit
2017(Top), 2018(Bottom):

I observe that the time of day appears to be the same with matching shadows for light sources. I observe a noticeable difference in shadow/self-shadow on Spidey. I postulate that Spidey isn't interacting with the lighting the same as before. It's more than a material change, the shadows are different. Of note, I watched a bunch of footage and observed that based on Spidey's position you can get a shadow going a different direction, on let's say an enemy, without both shadows being visible, almost like they're are being sorted and toggled dynamically.

This carries over to the wall where you've postulated that it's a different time of day, but I showed the shadows in 2 spots match perfectly. I believe we are looking at AO in the pictures that was thought to be shadows. This explains the noticeable difference, because it's no longer hitting that wall with the light in the same manner. The shadows are actually gone from every angle I've looked at, even on the rebar under Spidey's left arm...

1. Main Pipe Shadow
2. Main Pipe Ambient Occlusion
3. Spidey Cast Shadow
4. Spidey Suit Shadow
2017(Top), 2018(Bottom):

Here's an example of the lighting/shadow direction changing on the guard, but not showing the mixed shadows. I'm seeing matching shadows under the guard's foot, especially when enhanced. I postulate he's getting the shadow from that source, but the walls aren't in the 2018 version, and the duct isn't getting that same specular highlight either. There are missing shadows in the 2018 version. Again, I believe we are seeing AO, not shadows.
1. Guard casting shadow from light source to right of picture. Enhance under shoe, it's there.
2. Venting duct shadow 1
3. Venting duct shadow 2
4. Venting duct shadow 3

This photo shows the interaction of the light and shadows on Spidey's suit, along with shadows missing on more objects...
1. Interior wall shadow present in 2017, missing 2018
2. Duct shadow
3. Spidey suit shadowing
GDC 2012, Ambient Occlusion Fields and Decals in Infamous 2:
AO example:

My theory is the shadows are gone in many places and the lighting/shadows on some objects are coming from a different source. I believe we are seeing AO on the walls, not shadows.

If true, it could make it hard to compare the 2017 version and performance with the 2018 version, since the 2018 isn't doing expensive shadows all over the environment and Spidey.

If wrong, take me out back and put me down like Old Yeller for messing the thread up. Understandably, I needed to be thorough to engage in discussion with you about my ideas. Thanks again.
 
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I expect there to be a lot of puddles in the OT, whoever makes don't forget the puddles.
 
Just finished watching. I can't get over just how good everything looks. The city looks amazing as does the water. Glad everything is stable. Isomniac really knocked this out of the park. Makes me excited for future Spider-Man games.
 
I thought the newest was the "they're now already showing dlc before the game is out" hatetrain?

Thats nothing to do with graphics though. I'm on that train of angry about the DLCs announced way too early. Instead of boycott I just wait for GOTY edition.

Luckily my brother is getting a copy of Spider-Man in 2 days.
 
I think that, on the whole, the lighting change has been for the better, especially outdoors. I can see we ended up using that same building shot.

My brain has been trying wrap itself around what my eyes are seeing, but I believe I finally understand. I'd appreciate feedback on some of my observations. I'm sure I speak for all of us that it's great to have you here interacting and teaching people.

I'll start with the shots that form the basis for my observation, then move to more example shots.

Firstly, I must establish that the shadows in comparison images on Spidey and the 2 enemies that are casting visible shadows are in the exact same position.
Enemy Shadow:
IYTc.gif

Spidey Shadow:
LYTc.gif

You can enhance and check the shadow on the 2nd enemy if you would like.

I marked these spots if people want to see the corresponding positions:
1. Enemy #1 Shadow
2. Enemy #2 Shadow
3. Spidey's Shadow
4. Self-shadow and lighting interaction with suit
2017(Top), 2018(Bottom):



I observe that the time of day appears to be the same with matching shadows for light sources. I observe a noticeable difference in shadow/self-shadow on Spidey. I postulate that Spidey isn't interacting with the lighting the same as before. It's more than a material change, the shadows are different. Of note, I watched a bunch of footage and observed that based on Spidey's position you can get a shadow going a different direction, on let's say an enemy, without both shadows being visible, almost like they're are being sorted and toggled dynamically.

This carries over to the wall where you've postulated that it's a different time of day, but I showed the shadows in 2 spots match perfectly. I believe we are looking at AO in the pictures that was thought to be shadows. This explains the noticeable difference, because it's no longer hitting that wall with the light in the same manner. The shadows are actually gone from every angle I've looked at, even on the rebar under Spidey's left arm...

1. Main Pipe Shadow
2. Main Pipe Ambient Occlusion
3. Spidey Cast Shadow
4. Spidey Suit Shadow
2017(Top), 2018(Bottom):


Here's an example of the lighting/shadow direction changing on the guard, but not showing the mixed shadows. I'm seeing matching shadows under the guard's foot, especially when enhanced. I postulate he's getting the shadow from that source, but the walls aren't in the 2018 version, and the duct isn't getting that same specular highlight either. There are missing shadows in the 2018 version. Again, I believe we are seeing AO, not shadows.
1. Guard casting shadow from light source to right of picture. Enhance under shoe, it's there.
2. Venting duct shadow 1
3. Venting duct shadow 2
4. Venting duct shadow 3


This photo shows the interaction of the light and shadows on Spidey's suit, along with shadows missing on more objects...
1. Interior wall shadow present in 2017, missing 2018
2. Duct shadow
3. Spidey suit shadowing


GDC 2012, Ambient Occlusion Fields and Decals in Infamous 2:
AO example:


My theory is the shadows are gone in many places and the lighting/shadows on some objects are coming from a different source. I believe we are seeing AO on the walls, not shadows.

If true, it could make it hard to compare the 2017 version and performance with the 2018 version, since the 2018 isn't doing expensive shadows all over the environment and Spidey.

If wrong, take me out back and put me down like Old Yeller for messing the thread up. Understandably, I needed to be thorough to engage in discussion with you about my ideas. Thanks again.

If I understand AO properly the rays being sent from the surface would be adding fake shadow in separations on an 3D object rather than from one. Basically, any this would be the case where anything blocking light from the surface gets a fake shadow and depending how close to the surface emitting a light Ray, the darker the shadow, the further the light travels, the brighter it is rendered.

I don't think Shadows falling from an object like Spideys arm to a wall or a character shadow to the floor work that way. AO would be something to add shading to a 3D object.. like.. added amounts of shading on a pipe on a wall rather than the shadow from the pipe since the AO calculation is based on light from a surface out sticking shadows on to the object itself rather than the surface near it.

It might work for self shadowing, but would need to recalculate itself with every movement since the light would be coming from, let's say, Spidey's suit.

I'm not sure what you're suggesting is what's happening but, would need someone who knows for sure to answer. Again, I may be way off and not understand.
 
So in the end there's no downgrade, People were just overreacting.
I think its a good thing they do and also understandable after being sold so many fake gameplay trailers
Publishers will think twice before misleading with bullshots


btw didn't df confirm puddles were indeed downgraded?
 
That is a complaint leveraged on every game that does this, and a fair complaint. SpiderMan doesn't get a free pass.
Personally I never really care if a company announces a dlc early or late in their game's life, if the dlc sucks then I just speak with my wallet and not support it.
 
That's the only weird thing that jumped out to me.
Could you link to vid you saw this in. I'm so tired of searching and organizing.:messenger_winking_tongue:

I'm not sure what you're suggesting is what's happening but, would need someone who knows for sure to answer. Again, I may be way off and not understand.
Whether it's cheap shadows or occlusion, that detail is present in addition to the real quality shadows in the 2017 version, but missing in the 2018 version.

I'm saying that shadows on the characters are in the same exact spot, so the all the missing shadows should be there as well. Whether they LOD into the scene or not, I'd expect them.

Also random observation that certain objects are being lit and shadowed differently based on Spidey's/game camera's position.

Enemy's shadow moving from his right to left...
MZTc.png

Shadow moving opposite direction, where there was clearly no shadow in front of the enemy's foot when standing behind, from the other side it flips...
NZTc.png

---
I'm wondering if what was thought to be a time of day change was actually indirect lighting intensity being increased and shadow source being changed, or conversely the shadows on the enemies could be projected from additional lights within the scene and not in combinating with the the "Sun". Could explain some the interesting flipping of shadow direction I've seen in clips.

Thanks for the feedback, but I'm afraid we'll have to wait to see what dark10x thinks about my original post.
 
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Awesome video. I love DF and this dude in particular. Exhaustive and objective videos. So that puts to rest the dumb downgrade rumors. Hope that it goes viral as much as puddlegate. Cause if it hurt sales, it sucks.
Certain fanboys will still kick up dust no matter what.
 
I think its a good thing they do and also understandable after being sold so many fake gameplay trailers
Publishers will think twice before misleading with bullshots


btw didn't df confirm puddles were indeed downgraded?

At which point of the video DF said the puddles were downgraded?
 
I absolutely loved watching this video analysis. It really highlights the technical accomplishments of the dev team. This will have to go down as one of the best looking games for this generation by my score card. They absolutely nailed the game's aesthetic.
 
Could you link to vid you saw this in. I'm so tired of searching and organizing.:messenger_winking_tongue:


Whether it's cheap shadows or occlusion, that detail is present in addition to the real quality shadows in the 2017 version, but missing in the 2018 version.

I'm saying that shadows on the characters are in the same exact spot, so the all the missing shadows should be there as well. Whether they LOD into the scene or not, I'd expect them.

Also random observation that certain objects are being lit and shadowed differently based on Spidey's/game camera's position.

Enemy's shadow moving from his right to left...
MZTc.png

Shadow moving opposite direction, where there was clearly no shadow in front of the enemy's foot when standing behind, from the other side it flips...
NZTc.png

---
I'm wondering if what was thought to be a time of day change was actually indirect lighting intensity being increased and shadow source being changed, or conversely the shadows on the enemies could be projected from additional lights within the scene and not in combinating with the the "Sun". Could explain some the interesting flipping of shadow direction I've seen in clips.

Thanks for the feedback, but I'm afraid we'll have to wait to see what dark10x thinks about my original post.
So, the shadow thing is interesting. As I said in the video, I don't believe it was a time of day thing at all.

It may have to do with Insomniac's unique approach to shadow-maps and changes made to that system or a change in indirect lighting for that room.

The thing is, if you go back outside that room into direct sunlight, you'll find those same pipes on other sections of the building with direct shadows like the E3 build. The pipes IN shadow just feature AO but those in direct light have additional shadows as well. I'd love to know more about that change.

I'd assume all of these changes can be traced to basically the process of finishing the game. This area isn't a separate one-off zone divided by a loading screen so any changes applied to the world as a whole would likely hold true here. I'd imagine the E3 demo was poured over with extreme detail since it represents a small vertical slice. So there are a mix of changes leading up to the final game that could be viewed as either an improvement or the opposite depending on your tastes.
 
So, the shadow thing is interesting. As I said in the video, I don't believe it was a time of day thing at all.

Thanks for the response. I'm learning a lot from this, much appreciated. This was what I was hoping to solve with the pictures of the shadows on Spidey and the enemies. They match, so does this mean that the "high quality" shadows that we saw reversing directions are tied to a source other than the "Sun"?

I had some questions regarding Insomniac's initial statements about this scene...

1. If it's the case there are missing high quality shadows in this scene despite the matching character shadows...
How does that reconcile with a simple ToD change?

2. If I'm understanding you correctly, "I don't believe it was a time of day thing at all."
Why did they say it was just ToD?

3. If "reflections in the E3 2017 demo is possibly replaced with more generic cube-map art, giving the illusion of lower fidelity reflections. This is just a theory, but mapping scene-specific cube-maps throughout the game's reflections would be extremely difficult, so swapping to the generic art saves a lot of manpower."
Why did they say they just moved puddles?

So there are a mix of changes leading up to the final game that could be viewed as either an improvement or the opposite depending on your tastes.
If someone liked the high quality shadows and look of the shadowing on the original suit, define "opposite of an improvement"

The contested area with the adjusted puddles runs at 2816x1584 in our review code, a 21 per cent increase in resolution over the 2017 demo. It's the final nail in the coffin of the idea that the changes are performance-related
Do you know if the original game was running 1440p unlocked frame rate, or with 30fps lock? Also were you able to quantify what role the change in lighting and absence of high-quality shadows played in performance in that area? Did you take into account the possibility of high-quality shadows missing in the scene, or assume they weren't supposed to be there?

Thanks once again. I love the technical analysis of games and appreciate your insight. I'm going to do more research soon, but my kids start school tomorrow and I'll be doing that thing instead the all important internet game debating. I'll let you have the last word, and hopefully chat again soon!
 
Great analysis as usual, the game looks stunning.

The only thing that bugs me out sometimes is the lack (is it?) of Spidey's shadow when in direct light (like when the video compares different headlight tech from nearby cars or when strolling through the city streets at dusk).

Day one anyway.

At which point of the video DF said the puddles were downgraded?

It goes on about that for quite some time in video, explaining how cubemaps are now more generic. And in the end he outright says "the puddle room looked better before".
 
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From the OP

Isn't that a euphemism for downgraded? im not sure what they meant which is why i asked

The downgrade sounds more like manpower issue. As stated the video, doing reflection like the E3 demo will be time consuming considering the size of the world. To cut corners (time and money), they had to settle for simple technique, not because it can't be done, at least that's what I got out from the video.
 
Often forgotten aspect beyond the technical is the final result. It's a shame the art style has moved away from a more filmic look to more of a cartoony colourful presentation. Of course beauty is in the eye of the beholder and entirely subjective.
 
The downgrade sounds more like manpower issue. As stated the video, doing reflection like the E3 demo will be time consuming considering the size of the world. To cut corners (time and money), they had to settle for simple technique, not because it can't be done, at least that's what I got out from the video.
whatever their reason it was still a misleading bullshot
Its not like the game needs it, it looks fantastic as it is, devs should cut the pre release bs
 
whatever their reason it was still a misleading bullshot
Its not like the game needs it, it looks fantastic as it is, devs should cut the pre release bs

By that logic, Insomniac should have stick to the bullshot quality, that is not improving the texture in the final build, leave the buildings with flat texture, just like the E3 demo. Right?
 
whatever their reason it was still a misleading bullshot
Its not like the game needs it, it looks fantastic as it is, devs should cut the pre release bs
But it's not a hardware limitation but a manpower one. By the time of the demo they probably had that area designed that way and then later realized it's just not feasible to do the detailed cube maps everywhere.

But yes, one could say the puddles in that area were indeed downgraded to keep in line with the less detailed/generic cube maps used throughout the other parts of the game.
 
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