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Marvels spider-man 2 graphics disappointed

PeteBull

Member
I know hfw has problems when it's released but most of this problems are in performance mode only , and the game looks very good in its first gameplay showcase , which not the same case with spiderman 2 , said that I will be very happy if they fixed spiderman 2 visuals and experience by the time it's launch , but currently I am not
Wait till launch and DF vids, then we can judge finished product, atm it does look good but ofc not gamebreaking good, its work in progress still.
To me graphics i saw currently are 9/10, some scenes bit less, some bit more impressive but on avg 9/10 across whole trailer.
And indeed HFW graphics currently pushing that 9.5/10 to me, with 10/10 only reserved for the matrix demo.
 

CGNoire

Member
How Manhattan bay looks at a normal day

hTRQex5.jpg


*Really disappointed at God for not using RT reflections at the water, lazy developer i guess.

How it look likes in a rainy day

APG27Qw.jpg


*Again no RT on water, real life is a downgrade from SM1

How ppl think it looks every day

DVFra2x.gif
Congratulations you have explained that water doesnt always produce a clean specular reflection and is often diffuse to the point of being practicly invisible....and yet I would love to see you explain why that would happen down near the water at an almost parrellel angle and that that there doesnt seem to be much reflections at all?

Or how it even matters if RT was implemented when there seems to be near zero appreciatable results...like whats the point then? They should Just go with ssr with an angle falloff instead of wasting resources with whatever bad implementation this is.
 

PeteBull

Member
You're only proving my point. Sm2 is ps5. There is no excuse for looking worse than unity. Raytracing is supposed to make games look better. If it's eating into resources too much at the expense of visuals they should have axed it.
PS5 rt capabilities are relatively low, and yup, even bit of rt makes substantial decrease in power avaiable for anything else, RT is still very new and expensive shit, u can expect really good RT on ps6, till then it will have very strong effect on power avaiable for rest of the graphics.
 

Edder1

Member
I remember in the wake of Craig memes and the terrible first showing of Halo Infinite there was a group of Xbox guys who were in denial and defended the game's graphics, it's exactly what this is feels like from some hardcore Sony guys. The only thing is though, defending Halo made more sense (however wrong it was) because it was a cross gen game, but defending a next gen only title like Spiderman 2 is just inexcusable. After SlimySnake SlimySnake and some others have theorised that FF16 looks like it began life as a cross gen game because of how unimpressive character models and lighting looks, we finally have this confirmed by the game's producer (PS4 version was cut at some point). Yet just like this time many people here were defending FF16 and saying that graphics were impressive. Spiderman 2 looks like another one that could have began life as a cross gen game and then became exclusive to PS5, literally everything points to it. Remember, when development for Spiderman 2 began Sony was still very focused on cross gen as their strategy with their big games.
 
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DenchDeckard

Moderated wildly
I remember in the wake of Craig memes and the terrible first showing of Halo Infinite there was a group of Xbox guys who were in denial and defended the game's graphics, it's exactly what this is feels like from some hardcore Sony guys. The only thing is though, defending Halo made more sense (however wrong it was) because it was a cross gen game, but defending a next gen only like Spiderman 2 is just inexcusable. After SlimySnake SlimySnake and some others have theorised that FF16 looks like it began life as a cross gen game because of how unimpressive character models and lighting looks, we finally have this confirmed by the game's producer (PS4 version was cut at some point). Yet just like this time many people here were defending FF16 and saying such claims were ridiculous. Spiderman 2 looks like another one that began life on PS4 and then became exclusive to PS5, literally everything points to it.

I think all these games have been cross gen games. It's obvious with spider man 2 especially and SlimySnake SlimySnake was 100% right. look at that gif of spider man 1 vs 2, the explosions and pretty much everything are identical. Its pretty damn bad tbh and Sony does deserve heat over this. We've had years of hype and waiting on what the PS5 can do when it loses the shackles of last gen. We are 3 years in and this is what we get, a pure downgrade from the initial trailer.

At least halo infinite had to run on a SHITE xbox one original, so there was an excuse. The PS5 has like 10 times the power of the shitty xbox one yet here we are.

I love insomniac but this is a straight up bad look. I don't know if there is some bottle neck in the ps5 design that is fucking it up for open world stuff but I dunno maybe its just a re used asset mess from the PS4 pro design they were initially designing.
 

rofif

Can’t Git Gud
Games being built with 4K/2K


Even though the CPU/GPU leap is huge, the jump to 4K is too big of a resource hog.


That's why Sony and Microsoft went with their custom SSD and DirectStorage.

At least in this area, creative developers have some wiggle room with how they build their games.


But even the 80 T flop 4090 struggles with some games at 4K. Now imagine even better looking games made in the next 2-5 years.
No. You need to build with 4k assets even if you upscale. These consoles are much better than pc are handling high res assets with good io and one vram pool
 

Msamy

Member
I remember in the wake of Craig memes and the terrible first showing of Halo Infinite there was a group of Xbox guys who were in denial and defended the game's graphics, it's exactly what this is feels like from some hardcore Sony guys. The only thing is though, defending Halo made more sense (however wrong it was) because it was a cross gen game, but defending a next gen only like Spiderman 2 is just inexcusable. After SlimySnake SlimySnake and some others have theorised that FF16 looks like it began life as a cross gen game because of how unimpressive character models and lighting looks, we finally have this confirmed by the game's producer (PS4 version was cut at some point). Yet just like this time many people here were defending FF16 and saying such claims were ridiculous. Spiderman 2 looks like another one that began life on PS4 and then became exclusive to PS5, literally everything points to it.
That's really disappointing some come here and attack me and I am a big sony fan , but this showcase and Spiderman 2 gameplay really disappointed me as hell
 
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Msamy

Member
Wait till launch and DF vids, then we can judge finished product, atm it does look good but ofc not gamebreaking good, its work in progress still.
To me graphics i saw currently are 9/10, some scenes bit less, some bit more impressive but on avg 9/10 across whole trailer.
And indeed HFW graphics currently pushing that 9.5/10 to me, with 10/10 only reserved for the matrix demo.
I really hope that I will ending wrong, and the game will look good at launch
 

Edder1

Member
I dunno maybe its just a re used asset mess from the PS4 pro design they were initially designing.
There's absolutely no way they can put out a massive sequel like this only 3 years after MM unless it was an asset flip of previous games built on the same tech. Not even Rockstar with its thousands of devs can put out a game built from ground up for new consoles within 3 years.
 
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SABRE220

Member
Game development is more expensive and time consuming than ever is what happened. This means output from each studio is likely to decrease each gen, which increases risk of studio failure, as its putting more eggs in to one basket. If one big expensive game fails it may mean curtains for the studio or IP.

You will get games from studios with a desire to blow people away, but probably from studios or IPs that are unlikely to fail. For example Naughty Dog and the Last of Us and a handful of others. Rockstar etc... People will buy on the name alone, so they can afford the extra risk.

But we shouldn't expect and and nor is it right to expect more studios to spend more time, money and take more risks on one particular game just for the sake of better textures. Then you'd be looking at Spiderman 2 being a 2025 release, depleting resources further, increasing risk and pushing back other projects, such as Wolverine.
Ah yes, the super risky IP that is Spiderman, pushing fidelity in this unknown niche ip would clearly be too much of a risk. With a large amount of the assets being reused, barely any significant engine improvements, and a plethora of visual bugs and inconsistencies unlike past games clearly this is something that must be encouraged and accepted. Noone would be crying if this game got moved to 2024 if it allowed for actual significant upgrades.
 
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Go_Ly_Dow

Member
Ah yes, the super risky IP that is Spiderman, pushing fidelity in this unknown niche ip would clearly be too much of a risk. With a large amount of the assets being reused, barely any significant engine improvements, and a plethora of visual bugs and inconsistencies unlike past games clearly this is something that must be encouraged and accepted. Noone would be crying if this game got moved to 2024 if it allowed for actual significant upgrades.
Firstly let's judge the final build before we conclude there are a plethora of bugs and inconsistencies. Secondly despite all that asset reuse, it's still taken 5 years from Spiderman PS4 in 2018 to Spiderman 2 on PS5. Is a 6, 7 or 8 year dev cycle worth it just to get the same game you'll be getting in a few months where every pointless texture and asset is upgraded?

Play Final Fantasy XVI if you want a game that has no asset reuse and has built everything from the ground up, unlike Spiderman 2, ToTK, GOW:R etc...
 
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DenchDeckard

Moderated wildly
There's absolutely no way they can put out a massive sequel like this only 3 years after MM unless it was an asset flip of previous games built on the same tech. Not even Rockstar with its thousands of devs can put out a game build from ground up for new consoles within 3 years.

For some reason I was under the impression that a side team was making miles when the main team was working on SM2. I guess I was wrong with that one.
 

PeteBull

Member
No. You need to build with 4k assets even if you upscale. These consoles are much better than pc are handling high res assets with good io and one vram pool
Thats performance after the patch, can get well over 4k60 maxed, including RT now, if ur pc is top of the line(aka 400$+ cpu and 1600$+ gpu).
Now compare it to the resolution/fps/overall looks u get in ps5/xsx
 

X-Wing

Member
Horizon Forbidden West is an exception to be honest. No game or studio has been able to match that. And in Spider-Man 2's defense, HFW does not have as fast of a traversal system as can be seen in Spider-Man 2. SM 2's is magnitude faster.

As for your 1st point, I wholeheartedly disagree. The game is a significant improvement over even the PS5 Remastered version of Spider-Man, let alone the PS4 version.

q2ILcdw.jpg

rg1WJbX.jpg


The draw distance, lighting, details, foliage, density: everything is up even when compared to Spider-Man PS5.

Bonus shot that I loved:

eK0tHVo.jpg
Horizon Forbidden west also doesn’t use widespread RT like Spider-man 2. If I recall correctly. The game uses RT but at a much smaller scale.
 

Msamy

Member
Horizon Forbidden west also doesn’t use widespread RT like Spider-man 2. If I recall correctly. The game uses RT but at a much smaller scale.
it don't use rt reflection but it uses way better global illumination and very high quality models and in burning shores it uses high end geometry technology , even we don't know exactly if hfw uses some sort RT in some elements or not , i remember digital foundry said that gow ragnarok don't using rt in ps5 which ends up wrong in last gdc when sony santa confirmed that they using some sort of hardware rt reflections in ps5 version
 
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A.Romero

Member
I'm huge fan of the series. While I like what I'm seeing, it still fell short of what I was expecting.

I'll still be there day one.

I hope they use a different engine for Wolverine and it really blows me away (Like Spider-Man on PS4 did for me back in 2008). It's really my last hope to be truly impressed by consoles this gen.
 

john2gr

Member
Irrelevant. This is ps5. They can achieve far better than unity at better performance. And yes unity's lighting looked significantly better, and even the character models had more detail.

People need to understand that the reason AC: Unity still looks great is its pre-baked lighting. Without RTGI/RTAO, games with a dynamic time of day will NOT look as impressive as it did. All the problems of previous-gen games (that used dynamic/real-time time of day) will still be present in current-gen games. That's the biggest issue of the rasterized real-time time of day. Pre-baked lighting is still king. This is why The Last of Us (both Part I and II) still look great. It's also why Dead Island 2 looks like a next-gen game (compared to other games that release on current-gen only platforms). Unless games start taking advantage of RTGI (or Lumen in UE5), we'll be getting inconsistent visuals. Seriously, look how stunning Dead Island 2 can actually look.

kDGl8PU.jpg
ffLXael.jpg
WgPtDEt.jpg
eLHf6yC.jpg
LYBJLHx.jpg
K1MZkVx.jpg
 
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hyperbertha

Member
People need to understand that the reason AC: Unity still looks great is its pre-baked lighting. Without RTGI/RTAO, games with a dynamic time of day will NOT look as impressive as it did. All the problems of previous-gen games (that used dynamic/real-time time of day) will still be present in current-gen games. That's the biggest issue of the rasterized real-time time of day. Pre-baked lighting is still king. This is why The Last of Us (both Part I and II) still look great. It's also why Dead Island 2 looks like a next-gen game (compared to other games that release on current-gen only platforms). Unless games start taking advantage of RTGI (or Lumen in UE5), we'll be getting inconsistent visuals. Seriously, look how stunning Dead Island 2 can actually look.

kDGl8PU.jpg
ffLXael.jpg
WgPtDEt.jpg
eLHf6yC.jpg
LYBJLHx.jpg
K1MZkVx.jpg
Now THIS kind of argument I can behind. But then the question arises, why did horizon look way better than sm2? Also if they couldn't get dynamic to look good, why didn't they choose other options that will let them prebake lighting? Because achieving current standards in graphics is more important than a dynamic Tod imo.
 
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Msamy

Member
People need to understand that the reason AC: Unity still looks great is its pre-baked lighting. Without RTGI/RTAO, games with a dynamic time of day will NOT look as impressive as it did. All the problems of previous-gen games (that used dynamic/real-time time of day) will still be present in current-gen games. That's the biggest issue of the rasterized real-time time of day. Pre-baked lighting is still king. This is why The Last of Us (both Part I and II) still look great. It's also why Dead Island 2 looks like a next-gen game (compared to other games that release on current-gen only platforms). Unless games start taking advantage of RTGI (or Lumen in UE5), we'll be getting inconsistent visuals. Seriously, look how stunning Dead Island 2 can actually look.

kDGl8PU.jpg
ffLXael.jpg
WgPtDEt.jpg
eLHf6yC.jpg
LYBJLHx.jpg
K1MZkVx.jpg
that's exactly what i said in in my first post, sony first party studios act with ray tracing global illumination like something they don't know about i understand that game like hfw not using it because of it being cross gen title however, guriella use very advanced pre baked lighting and global illumination for hfw ps5 version which really very close to rt global illumination on the other hand spider man 2 gameplay don't use any RTGI or advanced GI like hfw which really disappointed alongside other things like models quality
 
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john2gr

Member
Now THIS kind of argument I can behind. But then the question arises, why did horizon look way better than sm2? Also if they couldn't get dynamic to look good, why didn't they choose other options that will let them prebake lighting? Because achieving current standards in graphics is more important than a dynamic Tod imo.

Forbidden West can also look bland. Take a look at 3:30, 4:52, 6:20, 10:25 (especially at 10:25, take a look at the rocks, they look as bland as they can get without any shadows or even shading at all).



As for the reason why they chose a dynamic TOD, it's the main reason most devs use it. It's why Ubisoft abandoned its amazing pre-baked techniques used in Unity in favor of a dynamic TOD in the Assassin's Creed series. It's way easier to implement it than pre-bake the lighting in all of the environments for numerous Time of Days. Imagine having to examine each environment and pre-bake the lighting, when you can "easily" implement a dynamic TOD and call it a day. Of course, it won't look as great as pre-baked lighting. And that's where RTGI comes in. You can implement them quicker, save development time, and get visuals similar to pre-baked lighting. That's why developers say that RT can ease development. Now whether current-gen consoles can manage RTGI remains to be seen.
 
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Msamy

Member
Forbidden West can also look bland. Take a look at 3:30, 4:52, 6:20, 10:25 (especially at 10:25, take a look at the rocks, they look as bland as they can get without any shadows at all).



As for the reason why they chose a dynamic TOD, it's the main reason most devs use it. It's why Ubisoft abandoned it in favor of a dynamic TOD in the Assassin's Creed series. It's way easier to implement it than pre-bake the lighting in all of the environments for numerous Time of Days. Imagine having to examine each environment and pre-bake the lighting, when you can "easily" implement a dynamic TOD and call it a day. Of course, it won't look as great as pre-baked lighting. And that's where RTGI comes in. You can implement them quicker, save development time, and get visuals similar to pre-baked lighting. That's why developers say that RT can ease development. Now whether current-gen consoles can manage RTGI remains to be seen.

current gen consoles are more than capable to use RTGI the problem is that developers waste their time and consoles graphics resources for other things like rt reflections and shadows while they could use advanced SSR for reflections and other technique's for shadows and use rt hardware resources for global illumination , also hfw when its bland looks way better than that spider man 2 gameplay.
 
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Msamy

Member
The worst thing happened to this generation is raytracing + 4K. What a bunch of nothing.
maybe 4k , but ray tracing is actually good if used correctly , remember ray tracing effects only can make game from ps2 era looks like ps5 game,
 
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hyperbertha

Member
Forbidden West can also look bland. Take a look at 3:30, 4:52, 6:20, 10:25 (especially at 10:25, take a look at the rocks, they look as bland as they can get without any shadows or even shading at all).



As for the reason why they chose a dynamic TOD, it's the main reason most devs use it. It's why Ubisoft abandoned its amazing pre-baked techniques used in Unity in favor of a dynamic TOD in the Assassin's Creed series. It's way easier to implement it than pre-bake the lighting in all of the environments for numerous Time of Days. Imagine having to examine each environment and pre-bake the lighting, when you can "easily" implement a dynamic TOD and call it a day. Of course, it won't look as great as pre-baked lighting. And that's where RTGI comes in. You can implement them quicker, save development time, and get visuals similar to pre-baked lighting. That's why developers say that RT can ease development. Now whether current-gen consoles can manage RTGI remains to be seen.

Horizon may have certain blame areas but I think it's obvious it's default lighting setup is way higher quality than Spiderman. Maybe the decima engine is just that good.
But if that's the case insomniac should have either, upgraded their engine or, use a different lighting setup than dynamic Tod that allows their game to reach current standards.
 

rofif

Can’t Git Gud
People need to understand that the reason AC: Unity still looks great is its pre-baked lighting. Without RTGI/RTAO, games with a dynamic time of day will NOT look as impressive as it did. All the problems of previous-gen games (that used dynamic/real-time time of day) will still be present in current-gen games. That's the biggest issue of the rasterized real-time time of day. Pre-baked lighting is still king. This is why The Last of Us (both Part I and II) still look great. It's also why Dead Island 2 looks like a next-gen game (compared to other games that release on current-gen only platforms). Unless games start taking advantage of RTGI (or Lumen in UE5), we'll be getting inconsistent visuals. Seriously, look how stunning Dead Island 2 can actually look.

kDGl8PU.jpg
ffLXael.jpg
WgPtDEt.jpg
eLHf6yC.jpg
LYBJLHx.jpg
K1MZkVx.jpg
I am five with using pre baked lighting. Offline rendered shadow maps and rtgi still looks better than what we can achieve in real time
 

ProtoByte

Member
Insomniac's relatively quicker dev cycles may have something to do with why this game isn't blowing anyone's socks off.
 

Msamy

Member
Insomniac's relatively quicker dev cycles may have something to do with why this game isn't blowing anyone's socks off.
they were good with quick development cycles in the past also i don't know where the narrative that spider man 2 have short development cycle come from , insomniac have 2 teams and the one behind Spiderman not working on any thing other than spider man 2 since September 2018 which mean spider man 2 is under development since at least 4 and half years which is not by any mean short development cycle
 
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Heisenberg007

Gold Journalism
they were good with quick development cycles in the past also i don't know where the narrative that spider man 2 have short development cycle come from , insomniac have 2 teams and the one behind Spiderman not working on any thing other than spider man 2 since September 2018 which mean spider man 2 is under development since at least 4 and half years which is not by any mean short development cycle
They were releasing DLCs up until December 2018.

Assuming they started production right away (which isn't the case) and this build being at least a few months old, we are looking at a game that took only 4 years. That's pretty quick by today's standards.
 

Msamy

Member
They were releasing DLCs up until December 2018.

Assuming they started production right away (which isn't the case) and this build being at least a few months old, we are looking at a game that took only 4 years. That's pretty quick by today's standards.
No 4 years are pretty match enough to make good game with current standards even also spiderman 2 when it releases it would take about 5 years
 
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It’s utter nonsense to claim unity looks better. Unity ran at a much lower resolution at horrible performance
And unity is not. It’s a 900p, 20 fps at best last gen game

SM2 is 4k30 with ray tracing
The minute you pulled out the performance card is you admitting that you already lost. It doesn't matter if Unity was 1fps. Performance has nothing to do with Graphics period.

Even in your own flawed logic. If you were to run Unity today on PS5 that SM2 is running on, it would be 4k-60fps.

So its your claim that is actually utter nonsense in everyway.
 
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hyperbertha

Member
maybe 4k , but ray tracing is actually good if used correctly , remember ray tracing effects only can make game from ps2 era looks like ps5 game,
I highly doubt we will get RT gi on consoles this gen, the only rt that makes a difference. Instead consoles will waste most resources on pointless rt reflections and shadows.
 

Turk1993

GAFs #1 source for car graphic comparisons
I highly doubt we will get RT gi on consoles this gen, the only rt that makes a difference. Instead consoles will waste most resources on pointless rt reflections and shadows.
RT reflections are really good in Spiderman games and beneficial, they do elevate the graphics. Its the perfect game to use them because of the tall flat buidlings with lots of reflective materials and surfaces.
SpiderManRTX.gif


7995d67d6dc3354c6f59a289924fd891.gif
 

01011001

Banned
I highly doubt we will get RT gi on consoles this gen, the only rt that makes a difference. Instead consoles will waste most resources on pointless rt reflections and shadows.

you can bake GI really well... you can't bake reflections well in most scenarios. and screen space anything is cancer that must die, especially ssr
 
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Msamy

Member
RT reflections are really good in Spiderman games and beneficial, they do elevate the graphics. Its the perfect game to use them because of the tall flat buidlings with lots of reflective materials and surfaces.
SpiderManRTX.gif


7995d67d6dc3354c6f59a289924fd891.gif

I prefer rt global illumination over rt reflection if we must choose one of them , rt global illumination can change how any game looks completely
 
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01011001

Banned
I prefer rt global illumination over rt reflection if we must choose one of them , rt global illumination can change how any game looks completely

it also can look like pure shit when the fidelity is too low, resulting in distracting light leaks.

for any game without dynamic time of day, baked GI is superior to low fidelity RTGI
 

Turk1993

GAFs #1 source for car graphic comparisons
I prefer rt global illumination over rt reflection if we must choose one of them , rt global illumination can change how any game looks completely
After CP2077 i want them both, but yeah RTGI in dynamic games has more dramatic impact. But i just wanted to point out that the RT reflections are actually really good in Spiderman and they make the game look really nice.
 
you can bake GI really well... you can't bake reflections well in most scenarios. and screen space anything is cancer that must die, especially ssr

While they're not as good as GI, I wouldn't say pointless. Far from it. I would've LOVED to have RT reflections in Cyberpunk but CD Project was too incompetent for that.

Rt reflections have the huge benefit of getting rid of immersion breaking effects of SSR. You know how you turn the camera and the reflection fades in and out? I hate that about SSR!

Rt shadows are a big deal too. Soft shadows; accurate shadows- looked great in Black Ops Cold War on PS5.

I know what you mean though it'd be better to have GI than other forms of RT if you had to choose one over another.
 
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