Marvel's Spider-Man: Miles Morales [PS4, PS5, PC]

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From Resetera console screenshot thread credits to Koralsky
bc0MarvelsSpiderManMile.jpg

It is weird that the reflection looks BRIGHTER than the actual real objects though. Perhaps they've boosted reflection brighness a bit so they show more on bright surfaces (outdoors daylight) but that essentially broke light conservation of energy and it's obvious in scenes such as this...
 
On Spiderman Remastered

PS4

2020-11-10_18_19_36-Spider-Man_PS4_-_Opening_Cutscene_-_YouTube.png


PS5

2020-11-10_18_19_57-MARVELS_SPIDER-MAN_REMASTERED_PS5_4K_Gameplay_-_Opening_25_Minutes_-_YouTube.png


PS4

2020-11-10_18_54_19-The_First_20_Minutes_of_Marvels_Spider-Man_PS4_Gameplay_in_4K_-_YouTube.png


PS5

2020-11-10_18_54_32-MARVELS_SPIDER-MAN_REMASTERED_PS5_4K_Gameplay_-_Opening_25_Minutes_-_YouTube.png


PS4
2020-11-10_19_13_16-The_First_20_Minutes_of_Marvels_Spider-Man_PS4_Gameplay_in_4K_-_YouTube.png


PS5
2020-11-10_19_13_25-MARVELS_SPIDER-MAN_REMASTERED_PS5_4K_Gameplay_-_Opening_25_Minutes_-_YouTube.png


They relit the full game


EDIT:
Other examples
https://www.resetera.com/threads/spider-man-remastered-running-on-ps5.322936/post-51136213

EDIT2:

They did not reshoot the cutscene. Just the fact to have a model with the same facial bones than Yuri Lowenthal help to improve facial animation.

https://www.resetera.com/threads/spider-man-remastered-running-on-ps5.322936/reply?quote=51137014

Excellent job by the team. The attention to detail is on par with the expansion and the results are quite impressive.
 
It is weird that the reflection looks BRIGHTER than the actual real objects though. Perhaps they've boosted reflection brighness a bit so they show more on bright surfaces (outdoors daylight) but that essentially broke light conservation of energy and it's obvious in scenes such as this...

I initially thought that it was where reflected windows didn't have the shaded pseudo 3d interior, but seems to be more than just that.
 
It is weird that the reflection looks BRIGHTER than the actual real objects though. Perhaps they've boosted reflection brighness a bit so they show more on bright surfaces (outdoors daylight) but that essentially broke light conservation of energy and it's obvious in scenes such as this...
Yeah it doesn't happen every time, but it is also something that I noticed on other games with RT reflections, like DMC5 for example - most evident in the area with the red double decker bus, whose reflection is a much brighter red than the actual bus. Weird, it has to be related to a difference between the lighting conditions in the game vs the BVH structure, and sometimes they don't match?
 
Yeah it doesn't happen every time, but it is also something that I noticed on other games with RT reflections, like DMC5 for example - most evident in the area with the red double decker bus, whose reflection is a much brighter red than the actual bus. Weird, it has to be related to a difference between the lighting conditions in the game vs the BVH structure, and sometimes they don't match?

Yeah, for reflections, they do have to run the material's shader and lighting for every pixel with a RT hit all over again. It seems sensible to use a simplified material/lighting model there, but that can cause larger discrepancies in the look of the reflected material vs the real one.

Another curious exemple of that are the shadows in SM PS5. While the world uses cascaded shadowmaps with soft edges, the reflections seem to be using hard-edged RT shadows. This means they are shooting a secondary sun-shadow ray for every single reflection ray... Probably due to them using lower LOD models for the reflections (specially buildings, where the LODing seems very agressive) reusing the high-res world's shadows would cause severe shadow acne and other artifacts, so they had to recalculate shadows all over again for the reflection world, and thus decided to leverage RT for that too.

For the same reason, they can't leverage reflection world for doing shadows on high-res world, since the simplified GEO on the reflection world would cast incorrect shadows on the high-res models: false positives/negatives everywhere, and a lot of lacking details.

There is a whole lot of experimentation and learning ahead of devs now...
 
Remember how every 3D object could be grabbed from the SSD by an identifier? As part of a completely new OS optimized for low latency and speed. Did I remember that correctly? It seems as here through some bug wrong object Ids get loaded for the player character, maybe a corruption in a lookup table or a wrong pointer overwriting or modifying the id on memory?
 
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