Spider-Man: Miles Morales was the main launch title for PlayStation 5, but Webslinger’s first outing next-generation remaster is worth checking out. This isn’t just the PS4 Pro version that runs at higher resolutions. There are many visual improvements with the addition of new assets, sophisticated lighting and, of course, ray tracing with hardware acceleration. In fact, recent patches have added support for RT at 60 frames per second. This is an extension that exists in both Spider-Man titles available on PS5. The developer Insomniac has also solved the problem of transferring saved data from the original PS4 game. This is a great way to continue the story even if you’ve never finished the game.
Despite the foundation of the final generation, the boost provided by the PlayStation 5 is impressive. The original PS4 Pro version most often targets 30 frames per second with dynamic resolution scaling of about 1584p on average. Then play it on a 4K display and use time injection to deliver a clean image. PS5 offers three different visual presentations. Dynamic resolution scaling is enabled and in the worst case can drop to near the 1512p level, but in quality mode this is almost always the full native 4K output. In performance mode, the game targets near 4K resolution, but with more aggressive DRS it drops to 1440p. However, quality is maintained thanks to the same temporary injection technology that worked very well on the final generation system.
All of this makes the new ray tracing performance mode even more interesting. How many hits do you need to deliver hardware RT at 60 frames per second? Well, it’s more than just a resolution cut, but it’s enough to say that the DRS window is tuned downwards-the lower limit can reach a minimum of 1080p, but most of the experience goes towards the upper limit of 1440p. Will be played. It’s also worth noting that Miles Morales uses the same statistics and uses the same three presentation modes. In fact, the effect of PS5 is very noteworthy. In addition to twice the frame rate compared to PS4 Pro, you get hardware ray tracing with a slightly haircut resolution.
These are headline stats, but what I enjoyed about remastering is paying attention to the little things. The intro sequence alone shows the additional details added to Peter Parker’s apartment, down to the extra noodles added to his abandoned takeaway. The texture details have been improved, even the geometric details of his web shooter have been significantly improved, and the quality of the various objects in the scene has been improved. Even simulated glass caustics are added to the jar. This is the kind of decoration that only appears side by side with PS4 Pro games, but emphasizes some of the attention and attention given to the remaster. The improved assets will be rolled out throughout the game.
And of course, there’s the new Peter Parker model. We won’t go into detail about changing the character itself. We have confirmed that the technology introduced in Miles Morales has been backported to the original game. The significantly improved hair rendering from the new game is correct, not only in Peter Parker, but also in Spider-Man Remastered. The shadows and teeth on the character’s skin have also been improved. Some of these extensions also apply to in-game characters. For example, subsurface scattering remains enabled in gameplay. This is an effect that is primarily used only in cutscenes.
Insomniac went out into the city and drastically modified the lighting, but with more distant detail and longer drawing distances for vehicles and pedestrians. One of the more obvious is the continuous improvement in texture details. Almost all surfaces have been modified with higher quality assets. This is a significant improvement in perceptual detail, and the overall boost here extends from the environment to NPCs. It’s interesting to compare and contrast with Miles Morales. While the overall visual quality has evolved from game to game, Spider-Man Remasters can greatly help take Peter Parker’s adventures to about the same level.
However, this remaster is different from the original remaster because it includes hardware-accelerated ray tracing (and the new 60 frames per second RT mode). Thanks to the additional parallax made possible by real-time reflections, swinging the city with so many glass buildings has been radically enhanced, and the implementation of Insomniac here is fascinating. Rays are traced to the horizon. That is, anything that looks logical in the reflection is rendered. However, to achieve this, the game traces to a slightly less detailed version of the city. Therefore, not all objects are displayed in full detail within the BVH structure. However, the effect of using real-time reflections cannot be understated. So far, it was only available at 30 frames per second.
In the new RT performance mode, it takes only 16.7 milliseconds to build each frame. In other words, processing requests increase dramatically. It’s not just the GPU. The CPU time required to process the BVH structure is also quite costly, suggesting that Insomniac has made many internal changes to support this. In fact, the general optimization push to achieve this seems to affect systems in all modes. In short, some of the slowdowns we saw in Miles Morales performance mode were eliminated with the arrival of new patches.
However, obviously, achieving 60 fps at RT requires some strategic trade-offs. First, the resolution of the RT reflection is scaled according to the rendering resolution. Basically, reflections appear to be a quarter of the main rendering resolution, so at 4K in fidelity mode, reflections are essentially 1080p. However, when the resolution drops to 1440p, the reflection is 720p. If you look closely, you’ll notice that the details are reduced as a result, but in a normal gameplay scenario, the effect is still so compelling that it’s hard to complain.
Other changes include reduced quality of shadow maps in RT reflections-buildings and some objects still show shadows, but the resolution is high while pedestrians are completely lacking shadows. It drops significantly-or they are returned to a very very hard-to-see point. In this case, it’s a completely wise change. It also reduces the number of pedestrians in the distance, but it is less noticeable unless you carefully observe the reflections. However, even with these cutbacks, the presentation is very impressive and the roughness cutoff is adjusted to show adequate reflectance even on coarse materials. It cannot be emphasized how expensive this is to calculate.
Marvel’s Spider-Man: In the first view of Miles Morales, I loved the improved detail and the RT reflections offered in 4K fidelity mode, but it’s hard to miss the chance to play the game at 60 frames per second. With that in mind, RT Performance Mode essentially selects a check box to provide the best of both worlds. Increased frame rates are welcome, and ray-tracing reflections contribute significantly to the experience, even with reduced quality. More importantly, I think this is a good sign for all next-generation console owners. It’s really impressive that Insomniac was able to achieve this result in the launch title and talks a lot about the engineering team, but it also suggests that there’s probably more ray tracing potential than originally thought. .. Of course, I’m still not sure if I can achieve this level of performance in more complex games, but I’m excited.
Of course, we haven’t talked about performance yet. That is also important. According to my tests, the game mainly reaches the goal of 60 frames per second. The dips that occur are rare and feel very smooth to play. In real-time cutscenes, there are overlapping frames in the camera transitions, and occasionally during gameplay there are frames that are dropped almost unnoticed. Especially in gameplay, it is difficult to find a real perceptible slowdown. Miles Morales seems to be a more complex game, but RT performance mode is maintained even if you select a mission later in the game, which is rich in particles, volume measurements, and heavy effects. After all, Insomniac did a great job of enabling raytracing and hitting and maintaining 60 frames per second. It’s not perfect, but it’s very close to it.
Another aspect of performance that is worth mentioning about Spider-Man Remastered is road. This has the advantage in exactly the same way as Miles Morales, in that it is basically instantaneous. There are basically no meaningful pauses in starting a game, fast traveling, or loading a save. But with the release and playing more games on both the PS5 and Xbox series consoles, it’s clear that Insomniac is basically ahead of anyone else in this regard. This is very exciting if Insomniac’s work shows how storage will be used in future generations.
I also tested the save transfer function from PS4 to PS5. It’s interesting in that it works well and pops all the trophies previously won on the PS4, but the actual process is a bit complicated. Basically, the PlayStation 4 version is patched and you can upload your current save state (not all manual saves) to the cloud. On the other hand, Spider-Man remastered on PlayStation 5 has an option to import data to bring uploads into a new game. It works, but it’s not really elegant. I collect that this is just a limitation of the PS5 OS setup and Insomniac had to find a workaround. You only need to run this process once, but one thing to keep in mind is that the process is one-way and you can’t get the PS5 progress back to PlayStation 4.
Ultimately, Marvel’s Spider-Man: Remastered for PlayStation 5 is a really great piece and highly recommended. My only real criticism is that there is no physical release of the game I really want to add to the title library. Anyway, Insomniac’s efforts here are top notch and this remaster is worth adding to the PS5 collection.