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Insomniac Answers All of Our Questions About Spider-Man 2's PS5 Tech - IGN
IGN sat down with members of Insomniac Games that worked on Spider-Man 2, this interview discusses the game from a technical perspective and what things did Insomniac do differently for its third entry in the Spider-Man series.
So back in Miles, you were talking about a temporal solution that allowed you to offer different graphical options. So how have the graphical options been? You sort of touched on it a little bit, is my question.
MF: So really the foundation for how we decide to render things is we like to have our resolution be dynamic and then we have a pretty robust temporal anti-aliasing solution that lets us scale that up and down, do different dithering effects with materials and things in the scene. And what that means is we get to leverage, we get to take the players' preference about how they want to play the game and also make sure we use all the features of their display in the console as well. So whether you have VRR television, 120Hz TV, whether you like playing at 60fps or 30 or 40, if you have 120hz TV, we really get to tailor everything to best utilize that tech.
After we did our tech piece about Miles Morales, we actually included a third graphic option. So we had performance and visual before and then I can't remember what it was called off the top of my head, but that sort of became standardized in the industry. I see everybody having the free setting fourths just came out and they have those similar ones.
MF: So I think I want to say for those titles, we had Fidelity Mode, which had the full 4K in ray trace reflections, and then we had a performance mode which turned the ray tracing off and rendered at a lower resolution. And then we were able to add I think around launch, if not just after the performance RT mode as we called it, which was trying to be the best of both. And for this game we're really able to deliver that as a baseline performance mode. There's no mode of this game that has the ray tracing turned off, no need for it. We've really figured out how to deliver what we feel like is the right Spider-Man picture and visuals and we want to make sure every player is seeing that.