Inside Marvel's Spider-Man Remastered on PC - the Nixxes tech interview

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Inside Marvel's Spider-Man Remastered on PC - the Nixxes tech interview
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Digital Foundry talks to developer Nixxes about its extensive porting work in bringing Marvel's Spider-Man Remastered from PlayStation 5 to PC.

- and crucial to our work was the assistance of Nixxes itself, who made four key staff members available to us during the review period for this discussion - as well as continuing dialogue and taking on our feedback the more time we spent with the game.

Digital Foundry: The game is shipping on DX12: were the tools on PC DX11? What was the exact starting core you had there?They had a fully DX11-based renderer. So, what we did was basically to just rip it out entirely and replace it with a DX12 renderer.We had a few months of black screen until we got something rendering and yeah, it was very exciting to see the first wrong things appear on the screen.

Digital Foundry: I know the Xbox Series consoles have the ability to load the BVH offline for static stuff. I do not believe that is a part of DXR 1.0 or 1.1 spec, does that mean the high level BVH for static buildings and such is generated at run-time?Yes. Though we were looking into the possibility to store BVHs in a cache [which is possible under DXR], we decided not to do it.

Another example of how the 'very high' RT settings on the PC version push ray tracing support significantly beyond the PS5 rendition of the game. Digital Foundry: That is what I imagine would happen too. So you mentioned decompression being done on the CPU on the PC. In that case, are you using a similar compression file format as on PS5 or is it something else?It uses similar techniques, in some ways, like structurally how we've approached it as we do in PlayStation 5 but we have built something specifically for PC. We've also been exploring things like DirectStorage.

Digital Foundry: So you mentioned PSO compilation which is my bugbear as of late. I mention it everywhere, I cannot stop talking about it and won't stop talking about it. The game does not suffer from prolonged stutter from just-in-time shader compilation. How is PSO compilation done for this game on PC?In our case, we simply asked QA to play the entire game.

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