
How to improve FPS in Marvel's Spider-Man Remastered (PC)
Marvel's Spider-Man Remastered came to PC courtesy of Nixxes Software, the studio specializing in PlayStation ports, running on an adapted version of the Insomniac Engine. The game combines a dense open world (Manhattan rebuilt with extremely high building and NPC detail) with real-time ray tracing for reflections and shadows, which spikes GPU load in areas with lots of glass. High-speed swing traversal forces constant asset streaming, so performance depends both on graphics power and on a fast CPU and storage. This guide covers the settings that free up the most FPS without sacrificing the visual readability of combat and swinging, how to make the most of DLSS/FSR/XeSS, and known technical issues with the port.
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Calculations based on our FPS model combined with the % gain of each setting (measured in public benchmarks).
1. Quick wins (no visual loss)
Start here. Each one adds a little, but together they give +43% free FPS.
Ray Tracing: Reflections
Ray-traced reflections are the game's most expensive setting, especially in glass-skyscraper areas like Midtown. Disabling it recovers a huge amount of FPS, and the raster mode's SSR reflection probes still look decent during high-speed swinging, where there's barely time to notice reflections anyway.
Ray Tracing: Shadows
RT shadows improve shadow-to-object contact at medium distances, but the cost doesn't pay off against the game's raster shadows, which are already good quality across Manhattan.
Motion Blur
Barely affects real framerate, but disabling it noticeably improves visual clarity during fast swinging and combat, where the camera turns a lot.
Chromatic Aberration
A purely cosmetic effect with no real performance cost, but disabling it cleans up the image at the screen edges during swinging.
Level of Detail
Dropping from Very High to High reduces geometry streaming load during swing traversal without noticeable pop-in except when staring straight at distant buildings.
2. Medium impact settings
Here's where most of the FPS is. Minor visual impact, major performance impact.
Shadow Resolution
Reduces the resolution of dynamic shadows from nearby characters and buildings. Some jaggedness shows on shadows very close to the camera, but it frees up a good FPS margin in fights with several enemies on screen.
Screen Space Shadows
Adds micro contact-shadows but has a disproportionate cost for how subtle the effect is, especially in scenes with lots of foliage in Central Park.
Weather Particles
Rain and other weather effects generate lots of simultaneous particles outdoors; lowering it avoids punctual FPS drops during missions with adverse weather without removing the atmospheric effect.
Level of Detail: Traffic Density
Reduces the number of simulated cars and pedestrians in the streets, easing CPU load during fast swinging through central Manhattan, where the most NPCs are active at once.
Ambient Occlusion
Dropping from High to Medium slightly softens contact between objects and surfaces, noticeable in very detailed interiors but barely noticeable outdoors where direct lighting dominates.
3. Upscaling (DLSS / FSR / XeSS)
The biggest gain in the game. Compatible with almost any modern GPU.
NVIDIA DLSS 3 (Super Resolution + Frame Generation)
+55% FPSSpider-Man Remastered was one of the first games to receive Frame Generation via an update after its initial launch with DLSS 2. In Quality mode at 1440p/4K the game scales very well, and Frame Generation adds an extra jump in perceived smoothness during swinging as long as the base framerate is already solid (avoid enabling it below 45-50 base FPS due to input lag).
AMD FSR 2
+40% FPSA solid FSR 2 implementation available for any GPU, NVIDIA, AMD, or Intel. In Quality mode it keeps good definition on distant building details, though it shows somewhat more ghosting than DLSS on web lines during fast swinging.
Intel XeSS
+38% FPSSupport added in a post-launch update. Works well on Arc GPUs thanks to XMX hardware acceleration, and acceptably in generic DP4a mode on the rest of GPUs, though with somewhat less sharpness than DLSS or FSR in fast motion.
NVIDIA DLAA
+0% FPSA pure antialiasing mode with no upscaling, meant for those who already have plenty of FPS to spare and want maximum sharpness at native resolution, especially useful for appreciating reflection detail and Spider-Man's suits in cutscenes.
4. Tips by GPU
NVIDIA
- •Enable Reflex in the graphics menu to reduce input lag during combat and fast swinging, especially if you use DLSS Frame Generation.
- •On high-end RTX GPUs (4070 Ti or higher) it's feasible to keep Ray Tracing Reflections on High combined with DLSS Quality without dropping below 60 FPS at 1440p.
- •Update to the latest Game Ready drivers: NVIDIA has released several game-specific profiles that fix stuttering and improve DLSS 3 performance.
AMD
- •With Radeon RX 6000/7000, disable Ray Tracing entirely except on the RX 7900 XT/XTX, where only Reflections on low mode is playable at 1440p with a good FPS rate.
- •Use FSR 2 in Quality mode instead of raising native resolution; the game responds better to upscaling than to brute force on mid-range Radeon cards.
- •Enable Radeon Anti-Lag in the Adrenalin software to compensate for the input lag introduced by open-world streaming during high-speed swinging.
Intel
- •On Arc GPUs, prioritize XeSS over FSR: XMX acceleration offers a better quality/performance ratio than the generic FSR implementation in this game.
- •Keep Resizable BAR enabled in the BIOS; Arc depends especially on it for stable performance in heavy-streaming games like this one.
- •Disable Ray Tracing entirely on Arc A750/A770; this generation's RT support doesn't pay off the cost in such a reflection-demanding game.
Sistema
- •Install the game on an SSD (preferably NVMe): texture streaming during high-speed swinging through Manhattan depends directly on storage read speed.
- •Let the first-launch shader compilation finish without interrupting it; interrupting it or changing graphics settings mid-process can reintroduce stuttering in later sessions.
- •If you use a laptop, force maximum performance mode for the dedicated GPU in the manufacturer's control panel: the game tends to underutilize the GPU on balanced profiles during open-world play.
5. Known game issues
Shader compilation stuttering on first launch
When opening the game for the first time (or after updating drivers), Nixxes runs a shader precompilation that can take several minutes and, if skipped or interrupted, causes noticeable micro-stutters during the first hours of play, especially while swinging through new areas of the map.
Estado: Partially mitigated in post-launch updates (2022), but it's still recommended to let the full process complete.
VRAM leaks in long sessions with Ray Tracing enabled
Some users with 8 GB of VRAM or less report progressive framerate degradation and low-resolution textures after several hours of continuous play with RT enabled, which is resolved by restarting the game.
Ghosting with DLSS Frame Generation during fast swinging
During very fast camera movements (like turns during max-speed swinging), DLSS 3's Frame Generation can generate visible artifacts around the web and suit, more noticeable at low resolutions like 1080p.
6. Frequently asked questions
Is it worth enabling Ray Tracing in Spider-Man Remastered?▾
Which upscaling technology gives the best results, DLSS, FSR, or XeSS?▾
Why does the game take so long to open the first time or stutter at the start?▾
How much VRAM do I need to play with high textures and good performance?▾
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Calculate FPS for Marvel's Spider-Man Remastered →Calculations based on consensus of technical sources and our own FPS model. More about our methodology →