Performance Comparison of Marvel’s Spider-Man Remastered for PC and PS5

Spider-Man Remastered for PC and PS5

With Marvel’s Spider-Man Remastered for PC and PS5, Sony has completed the largest collection of first-party PS4 games that have been ported to the PC to date. There’s no need to introduce this game. With updated facial models, enhanced resolution and speed, Dual Sense controls, and graphics that showcase some of the greatest ray tracing on consoles to date, the PlayStation 5 remaster greatly outperformed the 2018 original.

Marvel’s Spider-Man Remastered for PC and PS5

  • Higher frames per second, allowing you to go above the PS5’s 120 frames per second maximum.
  • Ray-traced reflections and shadows can be better than the PlayStation 5’s best.
  • greater-than-4K resolutions and ultrawide outputs.
  • Full Dual Sense support through a wired USB connection, including haptic feedback, adaptive triggers, and speaker support, in addition to mouse/keyboard compatibility or other controllers to let you play as you choose.
  • Over the Performance RT mode on the PS5, at least, level of detail (or LoD) is a little further out.
  • Numerous anti-aliasing and upscaling/reconstruction options have been added, including TAA, SMAA, Insomniac’s own temporal injection, DLSS, DLAA and DLSS for Nvidia-based systems, as well as TAA, SMAA, and finally FSR2.0, though these two options are still being improved as of the time of this Performance Review.

According to that evaluation, it is a strong PC port with all the features you would anticipate, making a wide range of PCs able to run it. Even the Steam Deck can fully support the web-throwing activity.

It’s important to note that many updates were released throughout the time of our assessment, including a last-minute patch that increased the available anti-aliasing choices. Here, every test has either been run with this most recent patch installed or has been verified to work consistently with it. (Excuse the brief delay.)

What We Said About Spider-Man from Marvel

Spider-Man Remastered for PC and PS5 Marvel's Spider-Man for PS4

I wanted Marvel’s Spider-Man for PS4 to give me the Spider-Man experience, including the ability to fly between New York City’s skyscrapers, deftly web up hordes of adversaries, and engage in combat with well-known, animal-themed villains. The first entry by Insomniac Games into the Marvel universe successfully accomplishes all of that. But what I didn’t anticipate from Spider-Man was to feel just as content having lived Peter Parker’s existence.

With the exception of a few odd pacing problems that briefly distracted me from the experience of playing as a superhero and a world of optional missions that sometimes fall short of the weight of the main narrative, Insomniac has created a Spider-Man story that surprised and delighted me. The gameplay also helped to make me feel like Spider-Man almost constantly. The Wall Crawler’s open world doesn’t always provide the exhilarating moments of its main campaign, but the groundwork set here is unquestionably fantastic. 2018-09-04, Jonathon Dornbush.

Visuals Quality and Improvements

Spider-Man Remastered for PC and PS5 PS5

The PS5 version’s fundamental game assets, including models, textures, effects, and animations, are exactly the same. The main advancements are in the fidelity or resolution levels that are possible, notably with ray-traced reflections. At launch, there are three different ray tracing settings: Medium, High, and Very High.

On PlayStation 5, Medium renders items at a little lower resolution and includes fewer objects in the bounding volume hierarchy (BVH) container than both modes. However, this difference is minimal. This indicates that there might not be reflections on some walls or NPCs in this scenario.

As long as you render at 1440p or greater, the High setting improves this to levels comparable to the Performance RT setting on the PS5, though resolution is higher. These scale with the selected output resolution, like many other effects. Again, occasionally, there may be fewer things in the BVH than on the PS5.

In terms of consequences, this is by far the biggest improvement over PS5.

Further enhancements are made in Very High, where both reflected objects and resolution surpass the original 4K/30 Fidelity level on the PS5. Some improvements can be difficult to see unless they are highlighted, but once you see, it may be more difficult to ignore them when they are reversed. In terms of impacts, this is the overall biggest improvement over PS5.

Shadows are detected as well, although in my gameplay and cinematic tests, these resolution enhancements are really small. Other post-production effects, like texture filtering, bloom effects, alpha particles, and shadow mapping, can all outperform PS5.

The most noticeable area of development is resolution, with 4K offering a significant improvement over the Performance RT mode on the PS5, which dynamically scales between 2560×1440 and 2240×1260. To do that, though, you’ll need a strong GPU, preferably one that can compete with the RTX 3080 or RX 6800. Even then, improved performance will be maintained by having a sort of reconstructed AA in situ. When there is greater coverage of limbs, characters, and the camera due to higher motion blur samples, textures can occasionally appear less detailed due to per-pixel blending.

However, the PC version’s high-fidelity models, performance captured real-time cinematics, silky smooth web slinging, and fighting system are just as remarkable as those on the PS5. When you bite into the Big Apple for the first time, nothing is lost in translation.

The RTX 2070 serves as a good illustration of this: before the patch, it was frequently GPU capped, even at 1440p with TAA or DLSS DRS on, but with ray tracing active, the Ryzen 7 2700 CPU remained the primary bottleneck. Since the cost is largely fixed after the BVH is generated and traversed for the scene, this was true on both the Medium and Very High setting.

So, when swinging across the city or battling in more crowded locations, we notice some noticeable stutters. This meant that regardless of the resolution you chose for this card, you could never get a locked 60 frames per second with ray tracing on.

Cinematics run at 60 frames per second or less, and at Medium settings, we observe ray tracing performance that is only marginally inferior to PS5 in Performance RT mode. If the DLAA option is chosen, performance in the tested parts is only at most 15-20% lower while IQ is only marginally higher. When DRS is enabled, DLAA is superior to TAA, which uses Insomniac’s temporal injection, despite being about 5-9% more expensive in like-for-like tests.

Cinematics are capped at 60 fps or less, and at Medium settings, we see ray tracing performance that is only slightly behind PS5 in Performance RT mode. Performance in the examined areas is only marginally higher and IQ is only slightly lower if the DLAA option is chosen. Despite being roughly 5-9% more expensive in like-for-like testing, DLAA is superior to TAA, which leverages Insomniac’s temporal injection, when DRS is enabled.

It almost perfectly maintains the 60 fps target.

While swinging through the city or panning the camera with city views, the RTX 2070 can maintain the same levels in walled-off fight zones and some cinematics, but it can still dip into the 40s and 30s. However, if we turn off ray tracing, performance on all machines doubles. The dips previously observed can be eliminated due to reduced single-thread-limited CPU work leading to increased GPU utilization, and the same 1440p DRS or DLSS can help keep above the 16.6ms frame duration required for 60 frames per second.

It can still dip, but now either you are moving quickly, creating data streaming and the attendant CPU and bandwidth expenses that the PC has over the PlayStation 5’s dedicated hardware here, or these are actual GPU-bound instances. This means that the Zen 2700 is no longer the slowest cog in this engine test, while it still has its limitations.

When the CPU is not being taxed by city travel, the RX 6800 is pretty well locked to 4K at 60 frames per second at maximum settings with SSR enabled, but when it is, you may notice some decreases below that 16ms frame-time as it gets CPU or data bound.

As a result, you can maximize all options (apart from ray tracing) to provide a crisp and fluid gaming experience. Higher resolutions are advantageous for the game since they provide more pixels for high-quality graphics, textures, and lighting, most of which scale to the intended output resolution. However, the 3600X may continue to encircle the GPU because tasks and processes are now much better distributed, allowing total CPU usage to reach the 90s, let alone a single core.

The engine is brilliantly multi-threaded and exhibits excellent demand balancing.

Without RT enabled, you can see that the engine is extremely multi-threaded and that three to four threads are all close to the top, demonstrating brilliant demand balancing. This is not surprising given that the game was originally designed to run on the 2013 PS4 Jaguar CPUs, so the Insomniac developers had to squeeze every cycle they could out of the system even at 30 frames per second. With this device’s superior image quality and performance over the 2070 and Zen 2700, we no longer have to put up with it.

In essence, it is capable of running Spider-Man Remastered at 4K DRS with maximum ray tracing at levels that are nearly comparable to those of the 2070 at 1440p High settings, resulting in a welcome improvement in IQ and FPS. Except while you’re swinging into action, of course. The AMD GPU can still have some ray tracing-related problems, such as objects that appear and disappear and sporadic texture artefacts, but those are the kinds of issues that we can anticipate future releases to fix.

Does Spider-Man Remastered have a PS5 upgrade?

It seems that purchasing the Miles Morales Ultimate Edition is the only method to obtain Marvel’s Spider-Man Remastered for the PS5.

This bundle, which costs £69.99, includes both Spider-Man Remastered and its excellent sequel. You cannot upgrade or buy Spider-Man Remastered individually if you have previously purchased Miles Morales. To repeat Peter Parker’s adventure on the PS5, you must purchase the full £69.99 Ultimate Edition.

Is Spider-Man Remastered on PC?

The game is ideally suited for that. On an ultra-wide screen, moving around Marvel’s New York’s streets has a completely different and more immersive sense. Marvel’s Spider-Man Remastered is completely tuned for ultra-wide gaming on the PC. The numerous cut scenes as well as the gameplay are optimized for widescreen aspect ratios up to 32:9. Coen discusses the difficulties Nixes had to face in order to do this.

Which Spider-Man game is the best for PS5?

Not only is Spider-Man: Miles Morales the best Spider-Man game, but it’s also among the top PS5 games.

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