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.
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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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