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Marvel's Spider-Man Remastered

RasterizationRay tracingCPU / simulationUpscaling techVRAM stress

Hardware reviewers treat Marvel's Spider-Man Remastered as a useful benchmark because it is one of the strongest showcases of ray tracing to date while still scaling across a huge range of hardware. TechSpot (Hardware Unboxed) benchmarked 43 current and previous-generation GPUs across 1080p, 1440p and 4K using medium and very high presets plus a ray tracing configuration, and concluded the game runs smoothly and stutter-free even though it is demanding, calling it 'one of the best showcases of ray tracing effects so far.'

The game is notable for being heavily CPU-limited at high frame rates, which makes it valuable for exposing platform bottlenecks. TechSpot observed high-end GPUs hitting a system bottleneck well below 4K (Radeon parts capping around 160 fps at 1080p medium and Nvidia around 178 fps) and saw CPU utilization peak near 70% even on a Ryzen 7 5800X3D. Tom's Hardware likewise reported it 'couldn't do better than about 160 fps' at 1080p medium even with the fastest cards, noting that lowering quality often fails to raise frame rates because the CPU, not the GPU, is the limit.

Ray-traced reflections carry a very large, measurable performance cost, which reviewers use to compare RT hardware between vendors. Tom's Hardware measured roughly a 54% drop on Nvidia and about 49.5% on AMD at 1080p when enabling maxed ray-traced reflections, and both outlets highlight that Nvidia GPUs punch above their usual weight class here (the RTX 3070 outpacing the normally comparable RX 6750 XT), since it is an Nvidia-promoted title with DLSS support alongside FSR 2.0 and Insomniac's IGTI upscaling.

A practical caveat noted by both sources is that the game has no built-in benchmark, so reviewers manually record frametimes while web-slinging or running a street-level pass through the city; TechSpot chose a street-level route that was 'just as demanding as swinging from buildings.' The game also scales down gracefully (Tom's Hardware ran it on a 2GB GTX 1050) and is not especially VRAM-hungry, with 6GB reported as enough for the Very High texture setting and 16GB of system RAM sufficient.

Recommended settings

Resolution
Not specified
Preset
High
Upscaling
Not specified
Ray tracing
Not specified
Built-in benchmark
No

CPU sensitivity

0.82 - 0 is GPU-bound, 1 is CPU-bound.

TechSpot's dedicated 'Spider-Man Remastered CPU Benchmark' (using an RTX 3090 Ti so the GPU wasn't the limiter) measured a very large CPU-driven spread at 1080p medium — from ~78 fps on older Zen+ chips (Ryzen 5 2600X, with first-gen Ryzen dropping below 60 fps 1% lows) up to ~162 fps on a 5800X3D and 175 fps on a DDR5-6400 12900K, and results barely changed at 1440p, calling it 'one of the most CPU intensive games we've ever seen'; TechSpot's GPU review and Tom's Hardware both corroborate that even high-end GPUs (RTX 3090 Ti/3080) are CPU-limited at 1080p–1440p (game capping ~160–178 fps) and only become GPU-bound at 4K. Sensitivity is also heavily influenced by memory bandwidth/L3 cache (DDR5 gave the 12900K ~17–36% more fps with RT).

Benchmark results

Build / devicePresetUpscalingfps
Valve Steam MachinehighFSR Quality68.38 fps Verified fixed-route
How we measured this
Scene
Fixed-route: 60s held camera over a crowded Manhattan rooftop (skyline + Central Park + streets), loaded from a curated save. rigbench MangoHud capture (capture_source=imported) — Spider-Man has NO built-in benchmark.
Passes
3
SteamOS
3.8.24
Proton
Proton 10.0
Mesa
26.2.0-devel
Game build
23986256

Native 1080p unless stated - this run used FSR Quality. VSync, dynamic resolution and ray tracing off. Game Mode, frame limiter off, power profile at maximum. We report the median of 3 passes.

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