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Marvel’s Spider-Man Remastered has released on Steam/Steam Deck | Digital Foundry Breakdown Review Released

Draugoth

Gold Member
There's a bunch of information for this release:







Optimized Settings (DQ):



Hi everyone, I'm Julian Huijbregts, Community Manager at Nixxes. Today we celebrate the launch of Marvel's Spider-Man Remastered on PC!

In the past year, our team has been working closely together with our friends at Insomniac Games to bring this original Marvel story and PlayStation hit to PC. To give you more insight into the support for ultra-wide monitors and multiple screen setups*, I'd like to introduce you to some of the members of our Nixxes team.

Graphics Programmer Hilze Vonck, a passionate ultra-wide screen gamer himself, worked on the technical implementation of ultra-wide aspect ratios in the PC version of Marvel's Spider-Man Remastered. "For five years I have used a 21:9 ultra-wide monitor. To me support for ultra-wide resolutions in games is really important. We want to give gamers who invest a lot in their setups the opportunity to play the game in the best way possible. It really makes a big difference when you see the game on ultra-wide or triple monitor setups. It is super cool to experience the game in this way!"


Lead Software Engineer Coen Frauenfelder explains that one of the reasons to go all-out with ultra-wide monitor support was the positive feedback from the gaming community on 21:9 support in other PC games. "We initially planned support for 21:9, and after some internal tests we decided to go even wider and add support for 32:9 screens and 48:9 for triple monitor setups. The game lends itself very well for that. Swinging through the streets of Marvel's New York on an ultra-wide screen gives a whole different and more immersive feeling."

The PC version of Marvel's Spider-Man Remastered is fully optimized for ultra-wide gaming. Not only the gameplay, but also the many cut scenes are adapted for panoramic aspect ratios up to 32:9. Coen talks about the challenges that Nixxes had to overcome, to make this possible:

"Implementing ultra-wide support in general gameplay is relatively easy. The big challenge is supporting it in cinematics that are specifically designed by artists to be viewed on 16:9 screens. Outside of that view area, lots of things are happening that need to be fixed. Characters can for example freeze or suddenly disappear. The easy way would be to place black borders in cut scenes to block these areas from view on ultra-wide screens, but we wanted to give PC gamers the possibility to fully use their screens. Our QA team meticulously went through all the cut scenes in ultra-wide view and listed all the details that had to be changed by our engineers and artists."

Coen emphasizes how hard it was to get all of that right: "We knew it would take a lot of effort to pull off, but our team was passionate and committed to get the most out of it. Hilze's enthusiasm towards it meant he got to work a lot on the technical aspects of implementing ultra-wide support."


As a result, cinematics in Marvel's Spider-Man Remastered on PC are fully viewable in aspect ratios up to 32:9. When using even wider aspect ratios, for example with triple monitor setups, the outer edges are blurred during cut scenes. This is necessary to block areas from view that otherwise may have visual errors. Apart from his work on the engine for ultra-wide support, Hilze also worked on this: "That was not an easy feature to implement. It took a while, but I think it looks really great."

Outside of gameplay and cinematics, system engineers at Nixxes made sure that the user interface and menus support wide-screen aspect ratios. When using ultra-wide monitors, you can change the position of the HUD to different positions.

We know that not all of you have ultra-wide screens or multiple monitor setups. On traditional 16:9 screens the PC version of Marvel's Spider-Man Remastered also offers many enhancements. The game features enhanced ray-traced reflections**, supports NVIDIA DLSS and other upscaling technologies, and offers a full suite of customizable rendering settings.

Everyone at Nixxes has been incredibly excited to work on this project together with our friends at Insomniac. We would love to hear about your experiences playing the Marvel's Spider-Man Remastered on PC. Reach out to us on Twitter and follow us to stay up to date!

Marvel's Spider-Man Remastered for PC is available today on Steam and in the Epic Games Store.
 
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TrumpacShakur

Neo Member
Game has already been cracked . Prolly one of the fastest AAA titles to hit the torrents.

Guess Sony didn't go with any major drm protection for it.
 
Sony being the new standard for PC Ports and this is just their 4th port.

If someone told me this just 5 years ago i'd just laugh, lmao.
Well, they did buy Nixxes for exactly this purpose.

Highest end PC is always going to outshine, but not too shabby for a $400 console.
Exactly, the PS5 provides great cost-benefit and really impressive results regardless.
 
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RoadHazard

Gold Member
Very high RT vs PS5






There are obviously differences, in certain elements in particular, but it's not THAT huge of a difference overall considering what you need to pay to achieve the maximum results at 60fps compared to what a PS5 costs. And these reflections are mostly there to add more depth to the scene as you're swinging through, you're not gonna be staring closely at the details in the reflections during normal gameplay.

So if you have a PC that can do max settings, great, otherwise you're gonna be just fine with PS5-level settings.
 

//DEVIL//

Member
I never liked spider man. Always felt so childish unlike the dark side of batman.

However this is really an amazing game with an amazing port on pc.
I am really just tempted to buy this just to show my support. But the price tag is just too much sadly. If it was 20 $ cheaper I would have got it day 1.
 

clampzyn

Member
honestly as this is still a last gen game, the RT on PS5 was great. we know RTX cards will prevail on RT performance no doubt but let's give props to the consoles performance. Great port to PC !
 

Pedro Motta

Member
I mean, Sony could have opted for different DRM. Also, you say this like console games aren’t pirated. It happens way more often than you think.
DRM is one of the main causes of lots of problems, specifically performance problems on PC releases. The game will get pirated anyway, and you're just causing issues to the people that buy the game.
 
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octiny

Member
Ray tracing overall is overrated IMO anyway

When it's done right, IMO it's worth the cost provided you have the optimal hardware. When it's not done correctly then I would agree, better off putting those resources towards improving other things.

There are obviously differences, in certain elements in particular, but it's not THAT huge of a difference overall considering what you need to pay to achieve the maximum results at 60fps compared to what a PS5 costs. And these reflections are mostly there to add more depth to the scene as you're swinging through, you're not gonna be staring closely at the details in the reflections during normal gameplay.

So if you have a PC that can do max settings, great, otherwise you're gonna be just fine with PS5-level settings.

Looks to be a huge difference to me, but I guess everyone has different tastes. I mean, if I'm taking a huge hit on RT in the first place, I want it done correctly. I see what you're saying, we just have two different views on what RT reflections are supposed to be, accurate & realistic reflections.
 

yamaci17

Member
When it's done right, IMO it's worth the cost provided you have the optimal hardware. When it's not done correctly then I would agree, better off putting those resources towards improving other things.



Looks to be a huge difference to me, but I guess everyone has different tastes. I mean, if I'm taking a huge hit on RT in the first place, I want it done correctly. I see what you're saying, we just have two different views on what RT reflections are supposed to be, accurate & realistic reflections.
it is done correctly, rt reflections on ps5 still decimates and destroys lastgen bland cubemap reflections
 

clampzyn

Member
What an unsurprisingly disingenuous article by Battaglia, his word salad and careful data omission make it sound that you only need a GTX 1060 to match PS5 performance profile, Steve should approve i guess.

Yea latest patch for PS5 have improved performance both in FPS and DRS according to IGN(Michael Thompson), at unlocked fps(vrr) it hovers around 90-100FPS(common 1440p) on performance RT mode, 45-50 on fidelity mode
 
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octiny

Member
second and third screenshot show the biggest differences .

Agreed, had to do a double look on that ground picture :messenger_grinning_sweat:

1st one too when you see what's missing/changed outside of the RT resolution.

people complaining about RT but you will likely turn it off to get a higher res / fps anyways well majority of the people will do.

That's the first thing I would do if I was running capable but lower end hardware, giving enough FPS back to raise other settings while simultaneously leaving some FPS in reserve.

That is literally N64 quality on the left/middle. There is no way anyone can say they didnt see those kinds of textures 25 years ago when N64 and early PC gpus with AA were released.

 
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