An American living in Germany, John has been gaming and collecting games since the late 80s. His keen eye for and obsession with high frame-rates have earned him the nickname 'The Human FRAPS' in some circles. He’s also responsible for the creation of DF Retro.
Marvel's Spider-Man for PlayStation 5 lands pretty much exactly where we hoped it would. Insomniac Games has delivered another new game for the console that pushes back technological boundaries, which a denser, richer representation of New York City, expanded to include Brooklyn and Queens, while the core rendering itself features dramatic improvements in ray traced reflections, along with the introduction of RT reflections on bodies of water.
Digital Foundry: I wanted to get your first impressions and first thoughts on the approach that you wanted to take in building this new game. Where did you want to take the technology for this next title?Well, you know, the fun thing to do is to take a photo of New York City and put it next to the game and try to find the exact perspective, right? And then say, well, where are we? Where are we falling short of this? Now, you know, 'photo-real' is not exactly the goal.
Digital Foundry: And also, there are perfect shadows, of course, a benefit of tracing into these scenes. I think shadow maps would be expensive and probably not look very good.Digital Foundry: I also liked how even on the sides of buildings you could sometimes see in the office and look, and there'd be a back door at the rear of that office that seemed to go around into the other side of the building. It's a very clever trick. And that is seriously a very difficult problem to solve.
Digital Foundry: I do actually want to ask you a little bit about the lighting for this game and the way you handled global illumination in the different lighting methods, and if there's any improvements there. I think there's actually interest in understanding the way you do your pre-calculated lighting pass.We have a GI bake across the city and in all the custom interiors for missions and things like that.
Digital Foundry: There we go! Of course, you mentioned New York and another part of New York is the density of stuff. Something I really noticed and picked up on here is that there's so much more traffic, pedestrians etc. Plus there's just more general detail from any perch, it feels like there's more detail closer to the player.
Digital Foundry: I mentioned traversal and I'm curious if you can speak on that a little bit, because that's another new thing, the speed of traversal. What did that look like for you in terms of implementing that because the camera can now just fly across the screen, it feels like three or four times the speed of what was possible in the original game.
Digital Foundry: I'd be remiss if I didn't ask you about sound, because this is something I really picked up on, especially as a user of a surround sound system. I'm wondering if you can talk about how some of these things work? How does the room propagation work? How do sound reflections work?These are techniques that have been around for a while.
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