Video Games

Marvel’s Spider-Man Remastered for PC vs PS5 Performance Review

Sony has slowly built up a catalog of PC ports of first-party PS4 games. And now, with Marvel’s Spider-Man Remastered, we have the biggest yet. The PlayStation 5 remaster vastly improves on the 2018 original with new facial models, improved resolution and performance, DualSense controls, and graphics that showcase some of the best ray tracing on consoles to date. .

Porting Insomniac’s fantastic game and bespoke engine to the PC was by no means an easy feat of engineering, but the task fell into the highly capable hands of new Sony Studios member Nixxes. I was. Here’s what the new PC version offers:

  • The higher number of frames per second allows it to exceed the PS5’s 120 fps mode cap of 120 fps.
  • Shadows and ray-traced reflections can exceed PlayStation 5’s Best.
  • Ultra-wide output and resolution beyond 4K.
  • It offers full DualSense support over a wired USB connection, haptic feedback, adaptive triggers, and speaker support, plus mouse/keyboard support or other controllers to play the way you want.
  • The level of detail (or LoD) is at least a little further away than the PS5’s performance RT mode.
  • A number of anti-aliasing and upscaling/reconstruction options have been added, including DLAA and DLSS options for Nvidia-based machines, TAA, SMAA, Insomniac’s own Temporal Injection, and finally FSR2.0. It has been improved at the time of this performance review.

From its scorecard, it’s a solid PC port with all the options you’d expect and can run on a wide range of PCs. Even Steam decks can participate in web sling action with full support.

It’s worth mentioning that some updates were removed during the review period, such as the 11th hour patch that added anti-aliasing options. All tests here have been conducted or validated for consistent performance with this latest patch. (Sorry for being a little late!)

Visual quality and improvements

All major game assets, textures, effects, models and animations are the same as the PS5 version. The main improvement is the level of fidelity or resolution that can be achieved, especially ray-traced reflections. He has three ray tracing modes at startup: Medium, High, and Very High. Medium is slightly lower than both modes on PlayStation 5, with fewer objects contained within the Bounding Volume Hierarchy (BVH) container and rendered at a slightly lower resolution. This means that some walls or NPCs may not be reflective with this setting.

High settings boost this to levels similar to the PS5’s performance RT settings, but at higher resolutions as long as you’re rendering at 1440p or higher. Like many effects, these scale to the selected output resolution. Again, there may be fewer objects in BVH than his PS5.

This is the single biggest increase over the PS5 in terms of effects.


Very High is even better as both reflective objects and resolution are better than the PS5’s native 4K/30 Fidelity mode. Some improvements can be hard to spot without highlighting them, but once you see them, they can be hard to ignore when you put them back. Overall, this is the single biggest increase over the PS5 in terms of effectiveness. Shadows are also visible, but the gameplay and cinematics tests show a very slight increase in resolution. Other post effects like shadow maps, hair fins, alpha particles, bloom effects and texture filtering are all better than his PS5.

Resolution is the most noticeable area of ​​improvement, and 4K is a significant improvement over the PS5’s performance RT mode, which dynamically scales between 2560×1440 and 2240×1260. But to make it happen, you need a powerful RTX 3080 or RX 6800 level GPU. Still, a reformatted form of AA is needed to maintain better performance. Motion blur samples can be higher to give more coverage to limbs, characters, and cameras. Per-pixel blending can result in loss of texture detail.

Regardless, the high-fidelity models, real-time cinematics-capturing performance, silky-smooth web-slinging, and combat system are just as impressive on PC as they are on PS5. Nothing is lost by eating the Big Apple first.

The RTX 2070 provides a clear example. Before the patch it was often GPU bound even with TAA or DLSS DRS active at 1440p, but the 3.8Ghz Ryzen 7 2700 CPU is the main bottleneck even with ray tracing enabled was. This is true for both Medium and Very High settings as the cost is pretty much fixed once the BVH is created and traversed in the scene. Therefore, severe stuttering is observed when swinging through cities or fighting in more dense areas. This meant that no matter what resolution this card was set to, it would not be able to achieve a locked 60fps with ray tracing active.

Cinematics stay within 60 fps or 50 seconds, and on medium settings, ray tracing performance in performance RT mode is only slightly lower than the PS5. There is only a ~15-20% performance loss in the sections tested, but the DLAA option gives a slight IQ improvement. DLAA outperforms Insomniac’s TAA method using temporal injection when DRS is enabled, but is about 5-9% more expensive in similar tests. This means that in the worst case it can be up to 30% slower with a better IQ than the PS5, which also uses DRS, but in performance RT mode, performance is mostly a locked 60 fps is so close that you won’t even notice it. aside. It keeps the 60fps target pretty much on the tee no matter what’s going on: cinematic, swinging, combat.

Keeps 60 fps targets nearly on the tee.


The RTX 2070 here can hold the same level in walled battle zones and in some movies, but while you’re swinging around town or moving your camera over city views, the 40 It can drop from seconds to 30 seconds. However, disabling ray tracing doubles performance on all machines. The same 1440p DRS or DLSS helps to keep above the 16.6ms frame time required for 60fps. These dips we saw earlier are removed as there is less CPU work bound to a single thread, resulting in higher GPU utilization. It’s still likely to slow down, but these are genuine GPU-bound scenarios, or you’re moving fast, so data streaming and the associated CPU and bandwidth costs will be pushed through the PlayStation 5’s dedicated hardware. Occurs on PC. This means the Zen 2700 is no longer the slowest cog in this engine test, but it can still be the limiting factor in certain scenarios.

spiderman pc screenshots

A maxed out RX 6800 with SSR enabled is pretty much locked to 4K at 60 fps all the time when the CPU isn’t stressed with city moves, but it’s CPU/data bound, so the frame time drops to 16 It can be less than milliseconds. So you can take full advantage of all the options (bar ray tracing) for sharp and smooth play. Games benefit from higher resolutions, as high-quality assets, textures, and lighting all benefit from the extra pixels, as most elements are scaled to the target output resolution. However, the 3600X may remain in GPU territory. With much improved job and work allocation, total CPU utilization can reach 90, not to mention a single core.

The engine is heavily multithreaded and shows a nice balance of demands here.


The engine is heavily multi-threaded, and without RT enabled, you’ll find 3-4 threads all near the top. This shows a nice balance of demands. Not surprising considering it was the first game to run on the 2013 PS4 Jaguar. Because of the CPU, Insomniac’s developer had to use every cycle he could, even 30 fps. It offers better image quality and performance than the 2070 and Zen 2700, so you don’t have to stay on this machine. Basically, Spider-Man running his remaster in 4K DRS and maxing his tracing at 1440p his 2070 on high settings means a welcome increase in IQ and frames. Well, aside from when you are in action, that is. AMD GPUs may still have some ray tracing related issues. Some objects appear and disappear, and the occasional texture he artifact, but this is something we can expect to address in future patches.

Overview

The first question posed by the PC port of Marvel’s Spider-Man Remastered was what hardware specs would be needed to match the performance of the PlayStation 5. Our tests reveal that the GeForce RTX 3070 or Radeon RX6700XT indeed deliver the same or slightly better results than the PS5 from a graphical standpoint. As for the CPU, the question is difficult to answer. In smaller gameplay sections, the Ryzen 7 2700 and newer CPUs offer 60+ framerates. However, the CPU and associated data throughput requirements increase when traveling through the open world of New York City. This is only mitigated, not resolved by disabling Ray’s tracing. Future patches may improve this. But for now, the Spider-Man Remastered port offers a close mirror to one of PS5’s best, and manages to surpass it in many ways. Fun, style, and action have all been lost in this new platform.

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