I guess you missed the point. The spiderman example is nonsense. Non of the cars are physicalized, they're all statics with no ability of interactivity or reactivity. All the stuff that is possible is highly scripted like car chases with the accompanied by slick animation. Notice that they despawn all the cars and peds on the road when engaging in that side activity. So non of these are a strain on the CPU.Visual fluff? Ok, we start with condescending statements.
Insomniac is not the only developer that is trying to push RT (as much as people do want to dismiss it GT7 at 4K@60 is doing RT already in replays, Hogwarts Legacy is implementing it in their 40 FPS mode [which Spider-man 2 also supports]).
Spider-man 2 is investing in visual complexity and effects because that is what a new Spider-man game must deliver and it is a noticeable leap even in terms of rendering distance, NPCs + vehicle + dynamic background detail that the CPU must handle. Although “cinematic” the enemy encounters in the new game (and the new suit powers too) also bring a CPU cost to them.
10% is not a lot in and of itself but for titles designed from the ground up for the new consoles it might be what gives the game enough headroom to reach its target framerate in the PS5 Pro version. PS5 Pro RT implementation could also be reducing CPU cost for all we know… they know exactly the capabilities and limitations of PS5 and they likely re-designed the new RT HW support with that in mind. HW design wise the current Cerny led team (looking at all the consoles they designed like PS Vita, to PS4, PS4 Pro [out a year earlier than Xbox One X And launching at $100 less], and PS5) always managed to hit an impressive sweet spot with their designs all devs have appreciated.
GTA6 will be running on PS5 and PS5 Pro likely using RT effects on the latter so . The argument I see some people talking out of both sides of their mouths seem to switch between “we do not need a Pro console, most engines are not optimised for the current consoles” and “ok, it sucks as it did not increase enough in metric XYZ”. One contradicts the other but whatevs .
Personally, I'm over visual fidelity at this point with marginal gain. I prefer simulation/physicalized fidelity, which is harder to develop and more CPU demanding. GTA VI -for example- will have this simulation complexity (although I'm wondering about the leap since IV) that's why it will release at a locked 30.
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