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Face and hair in cutscenes are blurry and sometimes lag behind the sound, any asset that is on a wall or can be picked up is pixelated and unreadable regardless of the graphic settings, and the entire sequence where you chase Electro around Riker’s Island chugged along at an unbearable 10 FPS. Though things steadily improved as updates got pushed through during the review period, up to and including today, I still found a few major problems. I played half of Spider-Man on my desktop and the other half on my Steam Deck, which had a number of performance issues. This is the best 32:9 game I’ve played yet and it feels like the way it was meant to be played.
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While the cutscenes are noticeably tighter, they’ve all been reframed in a way that makes them feel natural in ultrawide instead of the game forcing a resolution it wasn’t initially built for. The skylines are stunning in ultrawide and the subtle distortion at the edge of the screen makes web-swinging feel even faster. I won’t harp on about the super ultrawide here since it’s still a fairly niche screen size, but the effort Sony has put into supporting 21:9 and 32:9 with its ports has gone a long way in making it a more standard aspect ratio, and Spider-Man is the best example yet. What I’m losing in frames I’m more than making up for in FOV, but this is the first game that has me itching for an upgrade. At low settings I can hit a consistent 70 FPS, or 50 FPS on high settings, which is impressive considering the display is a whopping 5120 x 1440.
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My setup includes an RTX 3070, an AMD Ryzen 5 3600x, and a 49” Samsung Odyssey G9. While you’ll need a beefy setup with an RTX 3080 and latest-gen i7 processor to get the full 4K 60 FPS experience, even a toaster will run it on the lowest settings. Marvel’s Spider-Man, like God of War and Horizon Zero Dawn before it, is exceptionally well optimized for PC.
#Spiderman pc remastered movie
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