Inside Marvel’s Spider-Man 2: The Insomniac Games Tech Breakdown!

In an extended interview, John Linneman talks with Insomniac Games’ Director of Core Technology, Mike Fitzgerald about how the studio rebuilt and expanded its tech for Marvel’s Spider-Man 2. Topics discussed include the enhancements to ray traced effects, the decision to completely remove rasterisation modes, plus how the studio pushed the PlayStation 5’s SSD hard. Subscribe for more Digital Foundry: Join the DF Patreon to support the team more directly and to get access to everything we do via pristine quality downloads: Want some DF-branded tee-shirts, mugs, hoodies and more? Check out our store: For commercial enquiries, please contact business@ 00:00 Introduction 00:51 What Did Insomnic Want To Achieve With Marvel’s Spider-Man 2? 02:47 How Did Insomniac Achieve its RT Building Interiors? 06:11 How Did Insomniac Deliver RT Reflections Within RT Reflections? 08:36 Ray-Traced Water Reflections 12:27 When Did Insomniac Decide To Use RT In All Modes? 16:00 Adding Particles To RT Reflections 17:38 Global Illumination In Marvel’s Spider-Man 2 21:48 Did Insomniac Consider RT Global Illumination? 23:30 Level Of Detail and Density In New York 27:48 Streaming Data In Marvel’s Spider-Man 2 33:36 Audio And Dolby Atmos In Marvel’s Spider-Man 2 36:42 Wrapping Up Final Words
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