Spider-Man 2 Performance Benchmark Review - 35 GPUs Tested 111

Spider-Man 2 Performance Benchmark Review - 35 GPUs Tested

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Introduction

"Marvel's Spider-Man 2" swings onto PC, bringing the next chapter in Sony's acclaimed superhero game series. Following the success of its predecessors, this highly anticipated sequel expands the open-world action of New York City, allowing players to step into the suits of both Peter Parker and Miles Morales as they face new threats, including the formidable Venom.

The game features an expanded open world, enhanced traversal mechanics, and deep character-driven narratives, promising the ultimate superhero adventure. Now optimized for PC after being a Sony PS5 exclusive for more than a year, players can enjoy stunning visuals, customizable settings, and cutting-edge performance, bringing the excitement of being Spider-Man to a whole new level.



Spider-Man 2 is developed by Insomniac Games, the renowned studio behind the previous Spider-Man titles and many other Sony game PC ports. Powered by the company's own, in-house "Insomniac Engine," the game delivers breathtaking visuals, fast-paced action, and a richly detailed open-world New York. On the PC version you get support for various levels of ray tracing, but RT can be disabled, too. There's also support for NVIDIA DLSS Ray Reconstruction, Upscaling and Frame Generation, AMD FSR Upscaling and Frame Generation and Intel XeSS Upscaling.

This review will evaluate the performance of Spider-Man 2 across a wide range of contemporary graphics cards, compare image quality settings, and analyze the game's VRAM usage to provide insight into the hardware requirements needed for an optimal experience.

Screenshots

All screenshots were taken with maximized settings, and RT "Very High." The gallery can be navigated with the cursor keys.

Graphics Settings

  • The window mode is using slightly misleading naming. "Fullscreen" is actually "Borderless" and "Exclusive Fullscreen" is the real "Fullscreen," in addition to that there's also "Windowed"
  • V-Sync can be disabled completely, there is no hidden FPS cap
  • NVIDIA Reflex and Radeon Anti Lag 2 are supported
  • The Frame Generation menu supports DLSS 3 Frame Generation and FSR 3 Frame Generation. There is no official support yet for DLSS 4 multi-frame generation, but that can be enabled via the NVIDIA App override mechanism
  • Upscale Method has the following options "Off," "IGTI," "DLSS," "FSR," and "XeSS." This option gets disabled when you enable DLSS Ray Reconstruction, because for that to function DLSS much be activated, and it must use upscaling
  • Upscale Quality has the usual "Performance," "Quality" etc. options for upscaling. Ultra Performance is included, too
  • When FSR is enabled, the "Upscale Sharpness" settings lets you adjust the additional sharpening applied by FSR. With the other upscalers this option is disabled
  • Dynamic resolution scaling lets you set a FPS target that the upscaler will try to achieve with various quality settings
  • When "Upscaling" is set to "off," you can pick the following Anti-Aliasing methods: "Off," "SMAA," "TAA," "DLAA," "FSR" and "XeSS"
  • The "Graphics" menu the following presets: "Very Low," "Low," "Medium," "High," and "Very High." Please do note that "Very High" does not maximize all settings, but the differences are minimal
  • There's a good range of options for textures, light and shadow and geometry
  • The Camera Effects section lets you disable annoying things like motion blur, depth of field, bloom and vignette. You can also adjust the Field of View—I found the default setting quite alright (usually I increase FOV)
  • In the Ray Tracing section you get the following profiles "Off," "High," "Very High" and "Ultimate"
  • When you have an NVIDIA RTX card, as soon as you enable any ray tracing technique, the "DLSS Ray Reconstruction" option becomes available. When enabled it will take information from DLSS upscaling and bring that into the RT effects increasing their quality
  • Ray tracing object range lets you select how close world objects have to be before they are considered for ray tracing
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Mar 10th, 2025 22:12 EDT change timezone

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