Marvel's Spider-Man Remastered runs on Insomniac's proprietary engine, ported to PC by Nixxes Software — a studio known for technically accomplished ports. The engine was originally designed around PS5 hardware, and the PC version inherits that assumption: it is GPU-hungry and not particularly well-optimised for a wide hardware range, earning its 2/5 optimization score. VRAM is the primary constraint — the open-world Manhattan environment streams dense 4K textures for hundreds of unique building facades, pedestrians, and vehicles simultaneously. At 1080p expect 6 GB minimum, 8 GB at 1440p, and 10 GB at 4K to avoid streaming hitches. Ray tracing is a first-class feature here, carried over from the PS5 version, and can consume 30–50% of frame time at higher tiers. DLSS and FSR 2 both integrate cleanly and are the most effective tools for recovering performance without significant visual regression. The CPU is stressed by crowd and traffic simulation in dense street-level scenes.
Below is a per-setting breakdown: what each option does, how much it costs, and the value we recommend — tuned to keep the image looking right while reclaiming frames. Want the exact numbers for your GPU? Open the optimizer →
Recommended settings for Marvel's Spider-Man Remastered
Reference rig: RTX 4080 at 1440p, balanced preset. Values are accurate to Marvel's Spider-Man Remastered's in-game options.
Texture Quality
High
Low cost
Typical impact 0-5% · 4% fps cost
In Marvel's Spider-Man Remastered, we recommend Texture Quality at High (4% fps cost).
Controls the maximum mipmap resolution loaded for surface textures. Higher levels stream larger texture maps (2K/4K) from disk into VRAM via the texture streaming pool. The GPU samples these during fragment shading using the currently bound sampler state. The FPS cost is minimal when VRAM is sufficient because texture fetch latency is hidden by the cache hierarchy, but exceeding VRAM capacity triggers page-faulting and hitching as textures are swapped between system RAM and VRAM.
In Marvel's Spider-Man Remastered: Insomniac's engine streams Manhattan's building textures, character skins, and interior props through a VRAM-managed pool. At Very High, 4K texture atlases are loaded for Spider-Man's suit, NPC faces, and skyscraper facades. On GPUs with less than 8 GB VRAM at 1440p or less than 10 GB at 4K, the pool overflows and produces visible stutter mid-swing as textures page between system RAM and VRAM. Frame-time cost at a stable VRAM budget is negligible — drop one tier only if you see hitching, not low average FPS.
Texture Filtering
16x Aniso
Low cost
Typical impact 0-2% · 4% fps cost
In Marvel's Spider-Man Remastered, we recommend Texture Filtering at 16x Aniso (4% fps cost).
Determines the sampling method when textures are viewed at oblique angles. Bilinear samples a single mip; trilinear blends between two mip levels to remove seams. Anisotropic filtering takes multiple samples along the axis of greatest compression, preserving sharpness on surfaces like roads and floors seen at steep angles. Modern GPUs have dedicated anisotropic filtering hardware in the texture units, making even 16x virtually free.
In Marvel's Spider-Man Remastered: Controls mipmap sampling quality on oblique surfaces — particularly relevant on Manhattan's road surfaces, sidewalks, and rooftop gravel seen at steep angles during web-swinging. At Bilinear and Trilinear, road texture detail blurs aggressively at shallow view angles. 16x Anisotropic uses dedicated anisotropic hardware in the GPU texture unit to take up to 16 samples along the compression axis, sharpening distant road detail dramatically. Modern GPUs execute this with negligible performance cost — the difference between Bilinear and 16x Aniso is effectively 0–1% FPS. Set to 16x and leave it.
Shadow Quality
High
Heavy
Typical impact 8-25% · 12% fps cost
In Marvel's Spider-Man Remastered, we recommend Shadow Quality at High (12% fps cost).
Controls shadow map resolution, filtering method, and cascade count for dynamic shadows. The engine renders the scene from each light source perspective into depth-only shadow map textures. Higher settings increase shadow map resolution (1024 to 4096 texels), add more cascaded shadow map splits for the directional light (improving near-field resolution), and enable softer PCF or PCSS filtering which requires more depth comparison samples per pixel during the lighting pass.
In Marvel's Spider-Man Remastered: Controls the resolution and cascade count of Manhattan's directional shadow maps. At Very High, cascaded shadow maps reach fine detail at close range and extend to mid-distance building geometry, costing 8–15% GPU overhead. In dense street canyons, the city geometry means large numbers of triangles are rendered into the shadow depth pass each frame. Dropping to Medium reduces cascade resolution noticeably on character self-shadowing but saves meaningful frame time in outdoor daytime sequences.
Ray Tracing
Off
Low cost
Typical impact 20-50% · no measurable cost
In Marvel's Spider-Man Remastered, the recommended preset leaves Ray Tracing off — little visual loss for the frames it returns.
Enables hardware-accelerated ray tracing via DXR or Vulkan RT extensions, dispatching rays from the GPU RT cores through a bounding volume hierarchy (BVH) acceleration structure built over scene geometry. Depending on the implementation, RT may cover reflections (tracing reflection rays from glossy surfaces), shadows (tracing shadow rays toward light sources for pixel-perfect hard/soft shadows), ambient occlusion (short-range visibility rays), and global illumination (multi-bounce path tracing). Each feature adds its own ray budget — a single pixel might dispatch 1-8 rays. BVH traversal and ray-triangle intersection testing occur on dedicated RT hardware, but shading the hit points runs on standard compute units.
In Marvel's Spider-Man Remastered: Insomniac Engine RT reflections on Manhattan's glass skyscrapers are showcase-quality. RT reflections are the primary visual upgrade over PS4 — worth keeping on High if your GPU supports it.
Reflection Quality
Medium
Low cost
Typical impact 3-20% · 6% fps cost
In Marvel's Spider-Man Remastered, we recommend Reflection Quality at Medium (6% fps cost).
Controls the method and fidelity of surface reflections. Low settings use pre-baked cubemap probes — a single texture lookup per pixel. Medium enables screen-space reflections (SSR) that ray-march through the depth buffer to find reflected geometry. High uses higher-resolution SSR with more march steps. Ultra may enable planar reflections (re-rendering the scene from a mirrored viewpoint) or RT reflections (hardware-accelerated rays). The cost escalation from cubemaps to SSR to RT is dramatic — cubemaps are nearly free, SSR costs 3-8%, and RT reflections cost 15-25%.
In Marvel's Spider-Man Remastered: When ray tracing is disabled, this setting controls the fallback reflection pipeline. Off uses only static cubemap probes baked during level load — essentially free but visually flat on glass buildings. Low and Medium introduce screen-space reflections (SSR) via hierarchical depth-buffer ray marching, recovering dynamic reflections of web-swinging and traffic that cubemaps miss. High runs SSR at full resolution with more march steps. SSR is significantly cheaper than RT reflections, making High a reasonable choice when RT is off, at roughly 5–10% GPU cost.
Ambient Occlusion
SSAO
Low cost
Typical impact 3-12% · 4% fps cost
In Marvel's Spider-Man Remastered, we recommend Ambient Occlusion at SSAO (4% fps cost).
Computes soft shadowing in crevices and where surfaces meet by estimating how much ambient light is occluded at each pixel. SSAO samples the depth buffer in a hemisphere around each pixel, testing for nearby occluders. HBAO+ uses ray-marching along the depth buffer horizon. GTAO uses a multi-directional horizon search with cosine-weighted integration for physically correct results. Each method runs as a fullscreen compute or pixel shader pass — higher quality modes increase sample count from 4 (SSAO) to 32+ (GTAO Ultra), directly scaling the per-pixel ALU cost.
In Marvel's Spider-Man Remastered: Determines the shadowing technique used in crevices, under ledges, and around Manhattan props. SSAO uses a hemisphere depth-buffer sample around each pixel — inexpensive but produces soft, low-frequency occlusion. HBAO+ performs horizon-based ray marching with more samples and directional awareness, noticeably improving contact shadows under Spider-Man's suit seams, around rooftop machinery, and in interior environments. HBAO+ costs approximately 4–8% more than SSAO and is visible at close range. In fast web-swinging sequences the difference is less apparent; it matters most in combat and cutscenes.
Level of Detail (LOD)
High
Low cost
Typical impact 3-12% · 6% fps cost
In Marvel's Spider-Man Remastered, we recommend Level of Detail (LOD) at High (6% fps cost).
Governs the distance thresholds at which objects transition between LOD tiers. The engine uses screen-space projected size or distance-based heuristics to swap between high-poly and simplified meshes. Higher settings push these transition distances further, keeping detailed geometry on screen longer. This increases total triangle count, draw calls, and vertex buffer memory. In UE5 titles using Nanite, this controls the aggressiveness of the virtual geometry streaming system.
In Marvel's Spider-Man Remastered: Controls how aggressively Insomniac's engine transitions Manhattan's buildings, props, and pedestrians to lower-polygon LOD tiers with distance. Very High keeps full-detail geometry visible across large sections of the skyline — important when web-swinging at altitude where entire districts are simultaneously on screen. Lower settings introduce visible mesh-swap pop-in on mid-distance buildings. The GPU cost is primarily triangle throughput and draw-call count; in high-altitude swing sequences with the full Manhattan skyline visible, Very High can add 8–12% GPU overhead versus Low.
Anti-Aliasing
FXAA
Low cost
Typical impact 2-15% · 1% fps cost
In Marvel's Spider-Man Remastered, we recommend Anti-Aliasing at FXAA (1% fps cost).
Smooths jagged edges (aliasing) on geometric boundaries. FXAA is a single-pass edge-detection blur — cheap but softens the image. TAA accumulates multiple frames using motion vectors, sampling sub-pixel jitter offsets to reconstruct smoother edges — moderate cost with potential ghosting. SMAA uses pattern-matching edge detection with a more intelligent blend. MSAA runs the rasterizer at 2x/4x the sample count, evaluating coverage for each triangle edge — expensive because it multiplies ROP work and render target memory, but produces sharp geometry edges without blur.
In Marvel's Spider-Man Remastered: Insomniac's port offers TAA and FXAA alongside the AI upscalers. TAA uses jittered sub-pixel sampling across multiple frames with motion vector reprojection — it handles Manhattan's dense geometry edge aliasing well but introduces some temporal ghosting on fast web-swinging motion. FXAA is a single-pass edge blur, sharper in motion but leaves more visible staircase aliasing on building silhouettes. Disabling AA is rarely worthwhile given Manhattan's geometry density. If using DLSS or FSR 2, their internal temporal accumulation replaces the need for a separate AA pass — set to Off or TAA accordingly per upscaler guidance.
Hair Quality
High
Low cost
Typical impact 8-20% · 5% fps cost
In Marvel's Spider-Man Remastered, we recommend Hair Quality at High (5% fps cost).
Controls strand-based hair rendering systems such as UE5 Groom, TressFX, or proprietary solutions. Higher settings increase the number of simulated hair strands (potentially 30,000-100,000), each rendered as a screen-space line or tessellated tube. The GPU cost comes from per-strand physics simulation in compute shaders, heavy overdraw from thousands of semi-transparent primitives requiring order-independent transparency sorting, and dedicated per-strand shadow map generation.
In Marvel's Spider-Man Remastered: Controls the strand fidelity of characters including Mary Jane, Dr. Octavius, and other key NPCs in cutscenes and gameplay. At Very High, hair uses a finer strand simulation with denser geometry and more complex Marschner-based shading per strand. Low falls back to simple mesh hair with baked normal maps. The impact is most noticeable in close-range combat and story cutscenes. Web-swinging gameplay at altitude makes hair quality irrelevant to visual quality. Dropping from Very High to Medium saves 4–8% GPU cost, with visible regression only in close-up scenes.
Traffic Density
High
Heavy
Typical impact 3-12% · 8% fps cost
In Marvel's Spider-Man Remastered, we recommend Traffic Density at High (8% fps cost).
Adjusts the number of vehicle entities spawned on roads and highways. Each vehicle runs a traffic AI system on the CPU — lane following, intersection negotiation, collision avoidance raycasts, and physics simulation (rigid body + wheel suspension). The GPU cost per vehicle is modest (a single instanced mesh draw call), but the CPU cost of per-vehicle physics and AI is significant. At high settings in open-world games, 50+ simultaneously active vehicles compete for CPU time with player physics and game logic.
In Marvel's Spider-Man Remastered: Controls vehicle count in Manhattan streets. CPU-bound — High makes web-swinging through traffic feel alive. Medium is a good balance.
Pedestrian Density
High
Heavy
Typical impact 2-10% · 8% fps cost
In Marvel's Spider-Man Remastered, we recommend Pedestrian Density at High (8% fps cost).
Controls the number of pedestrian characters spawned in the game world at any time. Each pedestrian requires CPU-side navigation mesh pathfinding, animation state machine evaluation, and GPU draw calls for rendering. The cost is split between CPU (AI ticking, pathfinding) and GPU (skinned mesh rendering). In open worlds, lowering this setting is one of the most effective ways to recover CPU frame time — the GPU cost per pedestrian is relatively low compared to the AI overhead of each navigation agent.
NVIDIA DLSS
Off
Low cost
Typical impact -30-80% · no measurable cost
In Marvel's Spider-Man Remastered, the recommended preset leaves NVIDIA DLSS off — little visual loss for the frames it returns.
Deep Learning Super Sampling — NVIDIA's AI-based temporal upscaling that runs on dedicated Tensor Core hardware. The engine renders at a lower internal resolution and feeds the reduced-resolution frame, motion vectors, and depth buffer to a neural network that reconstructs a high-resolution output. DLSS 3+ adds optical flow-based frame generation on Ada/Blackwell architectures. The FPS gain comes from rendering fewer pixels — Quality mode renders ~67% of native pixels, Performance ~50%, Ultra Performance ~33%.
In Marvel's Spider-Man Remastered: DLSS 2 (and DLSS 3 on Ada) integrates via Nixxes's implementation using Tensor Core inference on the Insomniac engine's motion vectors and depth data. Quality mode renders at ~67% native resolution — at 4K output this means a 1440p internal render, recovering 20–35% FPS with minimal perceptible quality loss on Manhattan's building textures. Performance mode is viable at 4K for GPUs below RTX 3080 tier. DLSS handles Spider-Man's fast traversal motion well due to robust temporal stabilization. On RTX 40-series, Frame Generation adds a synthesized intermediate frame for near-doubled perceived framerate at modest latency cost.
AMD FSR
Off
Low cost
Typical impact -25-70% · no measurable cost
In Marvel's Spider-Man Remastered, the recommended preset leaves AMD FSR off — little visual loss for the frames it returns.
FidelityFX Super Resolution — AMD's upscaling technology available on all GPUs. FSR 2.0+ uses temporal accumulation similar to TAA — it combines multiple jittered lower-resolution frames using motion vectors and a depth buffer to reconstruct a higher-resolution output via a multi-pass compute shader pipeline. The pipeline includes depth clip detection, motion vector dilation, luminance instability detection, and a reconstruction pass with Lanczos-based resampling. Unlike DLSS, FSR runs on standard compute units rather than dedicated AI hardware, working vendor-agnostically.
In Marvel's Spider-Man Remastered: FSR 2 in Spider-Man Remastered uses temporal accumulation via compute shader reconstruction rather than AI hardware, making it available on all GPU vendors. It takes Insomniac's motion vectors and jittered low-resolution frames and reconstructs output using Lanczos-based resampling with luminance instability detection. Quality mode at 4K renders internally at ~2690×1510, recovering 15–25% FPS. FSR 2 handles the high-frequency detail of Manhattan's building textures reasonably well but can show subtle shimmer on fine ironwork and scaffolding edges compared to DLSS. A strong choice for AMD and Intel GPU owners seeking frame-rate headroom without dropping native resolution settings.
Motion Blur
On
Low cost
Typical impact 1-5% · 1% fps cost
In Marvel's Spider-Man Remastered, we recommend Motion Blur at On (1% fps cost).
Applies directional blur to moving objects based on per-pixel motion vectors. The engine writes a motion vector buffer during the G-buffer pass — each pixel stores a 2D velocity derived from the difference between current and previous frame positions. The post-process shader samples the color buffer along each pixel's motion vector, averaging multiple taps to produce directional streaking. The cost is a single fullscreen pass with 8-16 dependent texture fetches per pixel. Many competitive players disable this for image clarity.
In Marvel's Spider-Man Remastered: Applies per-object and camera motion vectors to produce directional streak blending during web-swinging traversal and combat. The post-process pass samples the color buffer along each pixel's 2D velocity vector, averaging 8–16 taps per pixel. In Spider-Man Remastered, motion blur is particularly aggressive during high-speed swinging, where the camera rotates rapidly. Players sensitive to motion blur or those targeting high framerates for competitive clarity typically disable this entirely. FPS impact is minimal — roughly 1–3% — but disabling it noticeably sharpens the image during fast traversal sequences.