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The embargo on the long-awaited Marvel’s Spider-Man Remastered was lifted yesterday, and you may have been wondering where is Digital Foundry’s technical breakdown? According to the techs, developer Nixxes is still hard at work on the game, patches keep coming (the last one came out yesterday), and they want to review the latest version. At the moment the port looks exceptionally impressive in many ways, but to summarise, it works great on high-end PCs, it also works great on Steam Deck, but they ran into some issues on low and mid-range GPUs. In fact, the game’s latest update aims to address exactly these issues – and with some success.
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For 1080p60 operation, Nixxes recommends using a GTX 1060 6GB or Radeon RX 580 8GB. When using the optimized settings that the experts will publish a little later, both of them can really reach 60 frames per second and maintain them throughout the gameplay, especially if you use the dynamic resolution scaling option. However, if the screen view suddenly switches to a highly detailed area, such as a city view, this can cause stuttering and performance degradation. Running at an unlocked framerate can also cause stuttering when flying fast. But the latest update has greatly improved this aspect, but this problem still needs to be improved.
Like other Nixxes games, it also has support for fullscreen and exclusive fullscreen – and it’s implemented properly with resolutions and refresh rates independent of what the desktop is set to.
Anisotropic filtering on the PS5 is similar to the 4x setting on PC, which means the extra 8x and 16x options are welcome, and the ability to use DLSS and DLAA improves image quality compared to the console release. In addition, there are fewer pop-ups near the camera, and the LOD settings also offer minor improvements over the PlayStation. The shadow maps, meanwhile, are higher resolution, although the difference compared to console is pretty minimal. Ray tracing has received a significant boost, with full versus half resolution if you will, better reflections overall, and more objects in reflections both near and far.
Full technical analysis and optimal settings to achieve the best result, with a good picture and FPS, Digital Foundry specialists will publish later.
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