Spider-Man Remastered in the test: A really chic PC version with ray tracing, DLSS & FSR 2.0

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Marvel's Spider-Man has been a PlayStation-exclusive game since its release in 2018, but is also coming to PC today as the revamped Marvel's Spider-Man Remastered. Technically, the title comes up with a lot with ray tracing, DLSS and FSR 2.0 and therefore knows how to please the technology test.

Table of contents

  1. 1 A really nice PC version with raytracing, DLSS & FSR 2.0
    1. Where are the default benchmarks?
    2. Sony has discovered the PC for itself
    3. It gets really nice with more details, resolution and ray tracing
    4. An average graphics menu with launcher
    5. Presets mainly focus on textures and details
  2. 2 The image quality and performance of raytracing in detail
    1. The image quality of raytracing
    2. The performance of raytracing
    3. Conclusion on Raytracing
  3. 3 AMD's FSR 2.0 and Nvidia DLSS 2.4 in detail
    1. Analysis of Nvidia DLSS and AMD FSR 2.0 (and IGTI)
    2. Performance with DLSS, FSR and IGTI
    3. Conclusion on DLSS, FSR and IGTI (and DLAA)
  4. 4 Game Review and First Impressions
    1. How good is Spider-Man Remastered?
    2. First Impressions
    3. More benchmarks to come

Where are the standard benchmarks?

Sometimes things just don't want to go as planned. ComputerBase had had access to the PC version of Spider-Man Remastered for around two weeks and at the end of last week the test was almost finished: text, screenshots, analyzes and various benchmarks were already in the can, only fine tuning would have been possible there should be. The developer had already announced a patch, but experience has shown that there are only minor changes so shortly before launch – if at all. So the risk of something changing was taken, as with almost every game technology test under NDA.

But this time it didn't add up. On Monday after a patch in Spider-Man Remastered almost everything behaved differently, almost nothing could be taken over from the preparations. Apparently, the first reviewer build was already quite old, so that in the end only the introduction and the game screenshots could be used apart from the pictures with a focus on the picture quality. Because another update was promised for August 10th, which appeared at 2:00 p.m. and thus 3 hours before the NDA fell and which turned the raytracing quality upside down again, the article was paused for over a day.< /p>

That is also the reason why there are no graphics card and processor benchmarks in the technology test as of Wednesday, August 10th, there was simply not enough time for them. First impressions of the game including RT, DLSS and FSR 2.0 should still be presented on time. All screenshots, videos and benchmarks for ray tracing and upsampling were either recreated with the current game version or with the one-day-old update, the results of which still match the latest update. Accordingly, all statements in the article are consistent with the latest version of the game.

Graphics card and processor benchmarks will be provided with extensive updates over the next few days.

Sony has discovered the PC for itself

Sony has discovered the PC for itself. After the company's own top games all appeared exclusively on PlayStation until two years ago, more and more games are also being released for the PC, albeit with a time lag. Death Stranding (test) was the first, followed by Horizon Zero Dawn (test), Days Gone (test) and God of War (test). But that was just the beginning, in the meantime, for example, The Last of Us Part 1 Remake has also been announced for the PC. And today there is already another game.

Marvel's Spider-Man from developer Insomniac Games was released for the PlayStation 4 in 2018 and received very good ratings as an open-world single-player game. The game was later revised as a remaster for the PlayStation 5 and this version is now being released for the PC. The newly acquired Studio Nixxes was responsible for the implementation of the PC version. And so much can already be revealed: Despite the age of at least four years for the original game, Marvel's Spider-Man Remastered on the PC offers a lot for the eye.

It gets really nice with more details, resolution and raytracing

Marvel's Spider-Man Remastered uses the in-house engine from Insomniac Games, which was used in the 2016 title Ratchet & Clank has been deployed. Compared to the original version, it has been upgraded in terms of resolution, frame rate, general graphic details and ray tracing and only uses the low-level API DirectX 12.

The game can't always hide its actual age on this substructure, for example, the lighting only looks good in certain weather situations and the streaming doesn't work perfectly either, there are always reloading textures. Apart from that, the overall visual result is very good: Marvel's Spider-Man Remastered looks really good.

A living open world

So the open world looks absolutely alive, in connection with the high-quality animations the game appears as if it was made of one piece. The range of vision is impressive, the same goes for the level of detail: the game world is packed with people, houses and objects, it feels like in an American city. Texture quality is equally impressive, allowing Spider-Man Remastered to capture a great deal of detail no matter how close you get to the subject.

The ray tracing reflections, which did not exist in the original, are also beneficial for the graphics. They were first used in the standalone expansion Marvel's Spider-Man: Miles Morales – which will also be coming to PC in the foreseeable future. In the big city with the many buildings and skyscrapers, the reflections can convince and rarely seem exaggerated – but more on that later.

With Nvidia DLSS, DLAA and AMD FSR 2.0

In addition, the game on the PC supports Nvidia's DLSS and DLAA – so far, so well known. Surprisingly, however, AMD's competitor technology FSR 2.0 also made it into the new version, so that all graphics cards that are even somehow relevant can fall back on temporal upsampling “>An average graphics menu with launcher

Spider-Man Remastered has a pre-launch where you can change the graphics settings before each game launch. This is also possible in the game itself. It is absolutely positive to note that every change is applied immediately without any significant waiting time or even a restart.

The graphics menu itself, on the other hand, is just average fare. There are graphic presets and individual graphic options, the functionality of which is always explained in text. There are no example screenshots. In addition, the graphics menu of the PC version offers a dynamic resolution targeting a selectable frame rate of 30, 45 or 60 FPS. In addition, Nvidia's DLSS can be switched on in all four known quality settings, alternatively DLAA is also possible to improve the image quality without a performance gain. AMD's FSR 2.0 is also included in the usual four quality levels and with “IGTI” (five5 quality levels) there is probably an in-house upsampling from Insomniac Games, which is most likely used on the consoles to date.

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The Spider-Man Remastered graphics menu

There are no more features. For example, an FPS limiter is missing, and in-game downsampling or upsampling is also not possible. There is also no VRAM utilization indicator. There is definitely still room for improvement in this regard.

Presets mainly turn to textures and details

With “Very Low”, “Low”, “Medium”, “High” and “Very High”, Marvel's Spider-Man offers five different graphic presets, whereby Very High is not yet the maximum. Both the anisotropic filtering and the shadows as well as the “Level of detail” option can be turned up even further. Ray tracing is switched off even with the very high preset, it must always be activated manually.

If you use the very high preset instead of the maximum possible graphic details, you have to be satisfied with a lower visibility of smaller details such as vegetation. The poorer anisotropic filtering is also visible, so that some surfaces are less prone to muddling. Finally, objects that are farther away get a simpler shadow. Apart from that there are no visible differences.

If you switch back to the high preset, you also have to be satisfied with a worse texture quality. In addition, shadows become a bit crumbly and objects further away show less detail. Ambient occlusion also looks visibly worse. The image quality is still okay, but the texture quality should be maximized again, otherwise the quality loss is too high.

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Very High Preset Download
High Preset Download
Medium Preset Download
Low Preset Download
Very Low Preset Download

With the middle preset, the texture quality drops massively, which is no longer nice to look at. In addition, the visibility of the vegetation is further reduced, the shadows become even simpler, the same applies to the surrounding occlusion. In addition, the LOD works much more aggressively, so that objects pop up visibly in motion again and again. The medium preset is also not recommended for manually increased texture quality; instead, the resolution should be reduced. The levels Low and Very Low then go one better and sometimes look ugly.

Presets without larger FPS boost

The graphics presets in Spider-Man Remastered don't give too much of a performance boost. The Very High preset improves the frame rate by 3 percent over maximum graphics details on a GeForce RTX 3080 Ti and 5 percent on the Radeon RX 6900 XT. The high preset then increases the FPS by a further 9 or 5 percent, while the medium detail level brings another 9 or 13 percent more performance. The already much less pretty middle preset increases the speed compared to the maximum details in total by only 23 percent on a GeForce and 24 percent on a Radeon graphics card. If your computer only achieves 30 FPS, you will not reach the 40 FPS mark even with significantly less graphic details. And the ugly low modes don't bring much more FPS either, so the tuning potential in the game is low.

Graphics presets compared – 3840 × 2160

  • AMD Radeon RX 6900 XT:
    • Very-Low-Preset90.6
    • Low-Preset81.7
    • Medium -Preset75.3
    • High Preset66.7
    • Very High Preset63.5
    • Maximum Graphics Details60.5
  • Nvidia GeForce RTX 3080 Ti:
    • Very Low Preset93.5
    • Low Preset88.4
    • Medium Preset84.8
    • High Preset77.6
    • Very High Preset71.0
    • Maximum Graphic Details68.8

Unit: frames per second (FPS) Page 1/4 Next page
The image quality and Pe rformance of raytracing in detail