Marvel’s Spider-Man Remastered

Marvel’s Spider-Man Remastered

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Stuttering fix (with RT enabled or maxed out)
由 Adad 制作
In the interactive art —video games— there's nothing like playing smoothly, without stuttering, one of the biggest, if not the biggest flaw a game can suffer.
After trying countless settings combinations I've been able to mostly eliminate the stuttering from this game, turning it out into a beautiful experience.

First of all, I must say that this guide addresses a very particular use case and it's guided by three things: the hardware, what is sought from the game (graphics or performance) and its internal configuration.

I hope this guide can help someone with similar needs or, at the very least, serves as a useful reference for those with related ones.

*Based on further testing I have edited the guide.
   
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My particular case
The hardware:
First, my setup consists of: 16GB of RAM, a Ryzen 5 5600X, a RTX 3070 and a 1080p@144hz (G-Sync compatible) monitor.

What is sought from the game:
Since I have a Ray Tracing capable GPU and in Marvel's Spider-man Remastered the RT effects are especially justified because there are reflections everywhere —making the screen-space ones out of place and ugly— there would be no reason to not activate them, right?

Unfortunately, as is known, the requirements for RT today are extremely demanding, not only for the GPU but the CPU as well. And Spider-man Remastered is no exception, particularly in the latter: the load on the CPU when RT is enabled is huge, with high probabilities of turning it into the system bottleneck.
That’s exactly what happens in my case: the CPU becomes overloaded, while the GPU is left underutilized, running at moderate or sometimes even low usage.

Still, I couldn’t bring myself to disable ray tracing. I wanted the visual fidelity and a smooth, enjoyable experience —no compromises.
The main issue: stuttering
However, another problem arises, one catastrophic for immersion and experience: stuttering.

In most cases, stuttering can be mitigated, or even eliminated, by capping the frame-rate, using tools like RivaTuner (RTSS), the Nvidia Control Panel or SpecialK. These tools help stabilize the frame-time by locking the frame-rate to a value the hardware can consistently sustain —assuming the game doesn’t have internal frame-pacing issues, e.g.: Silent Hill 2 Remake.

However, Marvel's Spider-Man Remastered is a very special case: it doesn't get along at all with the RTSS frame-rate limiter, but the Nvidia Control Panel (I don't know in the case of AMD) and SpecialK doesn't work either.
Furthermore, the frame-rate variation can be so high that VRR can't eliminate the issue either.

So it remains to be seen whether these issues can be mitigated or eliminated in-game or through other driver-level options.
Settings
Following the above, these are the in-game and the Nvidia Control Panel settings:

  • In-game settings
    • Display

      Note the following:
      Window mode: Exclusive Fullscreen. It allows to lock the frame-rate —remember that neither RivaTuner, Nvidia CP nor SpecialK works correctly— to 50, 60, 85 or 100Hz, etc, avoiding the frame-time spikes.
      Refresh rate: 60 Hz. Locked at 60 Hz since my CPU can't maintain 85 Hz —the next step— all the time.
      VSync: On. Normally and in theory it is not recommended to enable VSync in-game; however, in practice is the best option in this case, since it seems to lock the frame-rate and the frame-time.
      • Nvidia Reflex low latency: Off. In theory its use is not necessary in this case (See the section "Reflex* Settings"[blurbusters.com], in practice it makes stuttering worse.
      • Upscale method: Off. Using it would make things worse since the game would be rendered at a lower resolution than 1080p (which is already low), further overloading the CPU usage —remember that it is already the bottleneck due to resolution and RT—); in addition, the use of the GPU is moderate so it isn't necessary.
      • Anti-aliasing: DLAA. It's the best anti-aliasing in the game and allows the best possible image in reflections (DLAA renders the game at 100%, instead of < 100% as DLSS does); furthermore, it's not a problem for the GPU in these circumstances.
      * DLSS 4's Transformer model can be used for better results.

    • Graphics
      Note the preference for graphics, especially RT since the refresh rate is capped at 60 Hz, and the Low for Traffic Density and Crowd Density which have minimal visual impact but significantly reduce CPU load, which is crucial in a CPU-limited scenario like this.

  • Nvidia Control Panel
    Note the following:
    • Power management mode: Prefer maximum performance. Prevents GPU and VRAM clocks dropping due to lower load.
    Vertical sync: Fast. While the usual recommendation for G-SYNC setups is to set V-Sync to On (see: Why G-SYNC + V-SYNC “On”?[blurbusters.com]), that approach doesn’t work well with Spider-Man Remastered. And since V-Sync is already enabled in-game, setting it to Fast at the driver level proved to deliver the best performance after thorough testing.
Conclusion
With this combination of settings, different from the common tools and options (yes, once again, Spider-man Remastered is a particular case on PC), the feeling of smoothness and fluidity is abysmally better and, together with the RT effects, makes it a wonderful game.
1 条留言
GLUMP 7 月 6 日 上午 5:55 
Smooth as butter now thank you, although I disabled Ray Tracing, as I don't care much for it.