Friday, February 23, 2024

Spider-Man Miles Morales in the technology test

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Just a few months after Spider-Man Remastered comes Spider-Man: Miles Morales for PC. He convinces in the test with an even more impressive look, which, however, only consumes GPUs. Frame generation as part of DLSS 3 was not convincing on two systems in the editorial office.

Spider-Man: Miles Morales (PC) in the technology test

Even though Spider-Man (trial) was four years old when it released for PC in the summer of 2022, the remaster looked seriously slick. With the now quickly added Spider-Man: Miles Morales, which has been available on PlayStation for two years now, developers Insomniac Games and Studio Nixxes, which is again responsible for the PC implementation, are again adding a slice on top.

As with Spider-Man Remastered, Nixxes has also implemented some technical features for PC with Spider-Man: Miles Morales, some of which were already available on consoles, but others not. Ray tracing is back, but this time not only with reflections, but also with shadows. Upsampling also plays a role in the new part and the selection of available modes is wide: AMD FSR 2.1, Intel XeSS, Nvidia DLSS 2.4 including the new version DLSS 3.0 and the manufacturer’s own IGTI technology.

the game looks very good

No matter where you look: Miles Morales’ game world looks a little better than it did in Spider-Man Remastered. The same open world of New York is used, but it has been expanded, adapted and, above all, set in a winter setting. Combined with the incredible amount of detail, the game world seems more alive than any other right now.

You can’t tell by looking at Spider-Man: Miles Morales that this title is already two years old. The animations are absolutely top-notch, the faces are highly detailed, and the game world is, anyway. Particle effects abound in combat, and especially in the cutscenes, the textures are incredibly sharp and detailed no matter how close you zoom in on the camera.

In short, the graphics in Spider-Man: Miles Morales are just plain fun and really bring the game to life. However, the engine is not without its problems. Most surprisingly, the graphics often run in incredibly fine detail, which even Nvidia’s DLSS can no longer smooth out well.

Ray tracing and upsampling play an important role

In general, oversampling has to fight much more in the game than in the first edition, so high image stability can hardly be achieved in this way. Also, the ray tracing reflections are quite low resolution in some places. But all of that is annoying at a very high level. Overall, there probably isn’t a prettier game out there right now.

The Spider-Man: Miles Morales graphics menu is extensive, with many individual options and presets on offer as well. Additionally, there is a dynamic resolution that tries to maintain an adjustable desired frame rate of 30, 45, or 60 FPS.

Additionally, gamers can choose between AMD FSR 2.1, Intel XeSS, Nvidia DLSS 2.4 and DLSS 3.0, with DLSS 3.0 ultimately being DLSS 2.4 plus frame rate (details in test) and frame rate even without DLSS 2 active (” Super Resolution ” ) can be used. On Nvidia graphics cards, you can enable and disable Reflex separately from all other options.

Spider-Man Miles Morales Graphics Menu

However, what is missing is a simple FPS limiter, the possibility to reduce the resolution and compare screenshots or detailed descriptions of the options.

Game presets bring a little more FPS, but there are viable alternatives

With “Very Low”, “Low”, “Medium”, “High” and “Very High”, Spider-Man: Miles Morales offers five different graphical presets, with “Very High” still not representing the maximum. Both the anisotropic filtering and the shadows and the “Level of Detail” option can be turned up even more. Ray tracing is disabled even with the very high preset, it always has to be turned on manually.

The game still offers decent graphics up to medium settings, although it is advisable to regulate the texture quality regardless of the presets; decreases quickly with presets.

At least when the graphics card is the limiting factor, it’s not advisable to jump right into presets or individual graphic detail settings anyway. The recommendation here is to try increasing the sampling to increase performance first. Because presets don’t bring many FPS, upsampling usually does more. If, on the other hand, the processor is the limiting factor, only the graphics details help, or Nvidia’s frame generation, although it is currently unlikely that someone has a GeForce RTX 4090 (test) or RTX 4080 (test) but not a processor that is fast enough is to play Miles Morales without any problem.

Ebenezer Robbins
Ebenezer Robbins
Introvert. Beer guru. Communicator. Travel fanatic. Web advocate. Certified alcohol geek. Tv buff. Subtly charming internet aficionado.

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