Home News Marvel’s Spider-Man Remastered Swings Onto PC Today

Marvel’s Spider-Man Remastered Swings Onto PC Today

Marvel’s Spider-Man Remastered Swings Onto PC Today

To rejoice, we requested Julian Huijbregts, Group Supervisor at Nixxes, to offer us some perception into the assist for ultra-wide screens and a number of display setups* for Marvel’s Spider-Man Remastered on PC. He instantly pointed to key members of the Nixxes group who helped convey the sport to life.

Graphics Programmer Hilze Vonck, a passionate ultra-wide display gamer himself, labored on the technical implementation of ultra-wide facet ratios within the PC model of Marvel’s Spider-Man Remastered. “For 5 years I’ve used a 21:9 ultra-wide monitor. To me assist for ultra-wide resolutions in video games is de facto vital. We wish to give avid gamers who make investments rather a lot of their setups the chance to play the sport in one of the simplest ways attainable. It actually makes a giant distinction while you see the sport on ultra-wide or triple monitor setups. It’s tremendous cool to expertise the sport on this approach!”

Lead Software program Engineer Coen Frauenfelder explains that one of many causes to go all-out with ultra-wide monitor assist was the constructive suggestions from the gaming group on 21:9 assist in different PC video games. “We initially deliberate assist for 21:9, and after some inner exams we determined to go even wider and add assist for 32:9 screens and 48:9 for triple monitor setups. The sport lends itself very properly for that. Swinging by the streets of Marvel’s New York on an ultra-wide display offers a complete completely different and extra immersive feeling.”

The PC model of Marvel’s Spider-Man Remastered is totally optimized for ultra-wide gaming. Not solely the gameplay, but in addition the numerous reduce scenes are tailored for panoramic facet ratios as much as 32:9. Fraunfelder talks concerning the challenges that Nixxes needed to overcome, to make this attainable:

“Implementing ultra-wide assist basically gameplay is comparatively straightforward. The large problem is supporting it in cinematics which might be particularly designed by artists to be seen on 16:9 screens. Exterior of that view space, a number of issues are occurring that must be fastened. Characters can for instance freeze or all of the sudden disappear. The straightforward approach could be to position black borders in reduce scenes to dam these areas from view on ultra-wide screens, however we wished to offer PC avid gamers the chance to completely use their screens. Our QA group meticulously went by all of the reduce scenes in ultra-wide view and listed all the main points that needed to be modified by our engineers and artists.”

Fraunfelder emphasizes how onerous it was to get all of that proper: “We knew it might take a number of effort to drag off, however our group was passionate and dedicated to get probably the most out of it. Vonck’s enthusiasm in direction of it meant he started working rather a lot on the technical points of implementing ultra-wide assist.”


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