Marvel's Spider-Man 2

Marvel's Spider-Man 2

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GPU utilization never fully utilized?
An underwhelming port to say the least, but for me it hasn’t all been negative, I think the game generally looks better than on ps5, image clarity is better and the enhanced RT really helps flesh out the world more.

Typically, frame generation could help alleviate CPU bound scenarios, a recent example would be the release of STALKER 2, where Frame gen was used to “boost” frame rates in cpu limited areas, and it worked quite nicely from what I played on my system, but no matter what, in SM2, my GPU is never fully utilized, with or without frame generation, both DLSS and FSR.

I find this really odd because even creating a GPU bound scenario of maxing out settings and turning off DLSS and other performance boosting settings leads to no results. I suspect maybe it has something to do with outdated DLL files maybe? I used DLSS Ray Reconstruction in Cyberpunk and it was genuinely amazing to get basically a free upgrade to your RT experience, but here in SM2, Ray reconstruction actually makes the game looks worse, particularly with the hair rendering, putting inexplicable dots in everyone’s hair, leading me to just disabling DLSS RR.

I am hoping someone has a similar experience to me and found a fix because I simply cannot figure it out. I’ve tried various nvidia control panel settings to no avail, and even the new DLSS override didn’t seem to do much of anything as far as fixing the DLSS RR.

PC SPECS:
i5-13600k
32 GB DDR5 5600mhz (16x2)
RTX 4070ti
Multiple drives but SM2 runs off my main PCIE gen 4 NVME 2TB
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Showing 1-6 of 6 comments
I am having a similar problem. I7-11700k, 4080, 32GB DDR4

Even when just standing around in an alley with nothing happens my FPS gets to about 80-100 but my GPU is only being used about 60% according to RIva. Low CPU and GPU temps. For some reason Riva can't display my CPU utilization properly to tell if it is a GPU bottleneck.

Same PC can do around 80fps at 1440 with frame gen and DLSS performance mode and patch tracing.
Still having some weird utilization, but the game seems to be a little more stable now, still using frame gen since it stutters without it, but it doesn’t feel bad at all, especially since I play Spider-Man with a dualsense controller. DLSS RR also seems to be fixed, I did manually swap the DLSS version to the latest, for each component, frame gen, super resolution, and RR. Very stable image although when gliding through strong wind with the web wings, it can get oddly blurry around buildings even though I don’t have motion blur on, the problem still occurs without frame gen so it isn’t poorly generated frames quite causing the blur. I think the game is decently playable on higher end rigs but I still don’t see how this is remotely playable on lower end hardware, especially Steam Deck (sad cause I wanted to try playing it on Steam deck but it was pretty bad).
Turn crowd density and car traffic to low then it will fix it
getting 120FPS+ using a 7900XTX im happy
Originally posted by BallisticWang01:
An underwhelming port to say the least, but for me it hasn’t all been negative, I think the game generally looks better than on ps5, image clarity is better and the enhanced RT really helps flesh out the world more.

Typically, frame generation could help alleviate CPU bound scenarios, a recent example would be the release of STALKER 2, where Frame gen was used to “boost” frame rates in cpu limited areas, and it worked quite nicely from what I played on my system, but no matter what, in SM2, my GPU is never fully utilized, with or without frame generation, both DLSS and FSR.

I find this really odd because even creating a GPU bound scenario of maxing out settings and turning off DLSS and other performance boosting settings leads to no results. I suspect maybe it has something to do with outdated DLL files maybe? I used DLSS Ray Reconstruction in Cyberpunk and it was genuinely amazing to get basically a free upgrade to your RT experience, but here in SM2, Ray reconstruction actually makes the game looks worse, particularly with the hair rendering, putting inexplicable dots in everyone’s hair, leading me to just disabling DLSS RR.

I am hoping someone has a similar experience to me and found a fix because I simply cannot figure it out. I’ve tried various nvidia control panel settings to no avail, and even the new DLSS override didn’t seem to do much of anything as far as fixing the DLSS RR.

PC SPECS:
i5-13600k
32 GB DDR5 5600mhz (16x2)
RTX 4070ti
Multiple drives but SM2 runs off my main PCIE gen 4 NVME 2TB
I'm having the exact same problem as you, though my hardware is inferior to yours. I got a 5700x3D and 4070. Even when I turn Crowd Density and Traffic down, GPU won't be utilized fully unless if I remain still for at least 2-3 seconds. Also my CPU usage remains about the same no matter what settings I use. The exact same issue happened with Miles Morales, with everything maxed out at 1080p and it couldn't maintain above 60 FPS while Spiderman 1 ran wayyyyy better but not perfectly (with Ray Traced Shadows Disabled in Morales for a fair comparison) and I'm pretty sure that CPU is more than fine for first two games.
I actually had zero issues with the previous spider man games on PC, they were pretty great ports (at least from my experience), I’m just not exactly sure what is so different between SM1/Miles Morales and SM2 with CPU workloads, idk if they swapped how they stream data since this is previously a ps5 exclusive and since there are so many system variables, the streaming system doesn’t know how to handle it? I’m not well versed in how games specifically work as far as that goes, I’m really hoping for some explanation, maybe a Digital Foundry video soon I hope will cover this and shed some light onto it.
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Date Posted: Feb 5 @ 7:08pm
Posts: 6