[Release] Spider-Man: Web of Shadows (Xbox 360) recompiled for the PS5, native renderer, 60 fps target, up to 4K

Wait 5 sec.

Native PS5 port of Spider-Man: Web of Shadows (Xbox 360) Why did I do this: I've played the PC, PS3 and Xbox 360 versions of this game, and I'm confident that the 360 version is the best of the three in almost every way (darker colors and contrast, better lighting and effects in some areas). The 360 version is also by far the easiest to port natively, thanks to all the existing work on translating its PowerPC code: ReXGlue, Xenia and its documentation of the console, extract-xiso and so on. The PS3 version would have been much harder, since a big part of its code runs on the Cell's SPUs, which nothing recompiles statically the way ReXGlue does for the 360. Bringing it to the PS5 meant the game could finally run at 60 fps and up to 4K on console hardware, from your own disc, without the compromises of the PC port. And since a native renderer for these recompiled 360 games now exists (Edge of Time's, which this builds on), I hope it makes ports of other 360 titles a little easier too. I've also tested the PS3 title on PS5SX3 and I was not happy with the performance at all which was the main reason I started this project. This has been almost a month of work locally on my machine: close to a thousand test sessions, probably thousands of logs, shader dumps and dozens of hours of play sessions. It initially started as a simple port of the game with the Xbox 360 GPU emulated via ReXGlue. I hit a ceiling with the amount of optimization I could achieve that way, so native rendering was the only real step forward. The game's code is statically recompiled for the PS5 and drawn by a native renderer instead of GPU emulation. No game files included: you build it yourself from your own USA disc image with one script (Linux or WSL2), and copy the folder to the console. Dependencies are packaged and the initial setup is quite streamlined - it just takes a while. State: Holds 60 almost everywhere, the heaviest skyline views drop to about 51 (rare). Pop-in/render distance (buildings, shadows, enemies) is the same as on the original 360 release. Some combos are a bit harder to time at 60, but they all work. I've tested about 50% of the game during development and I'm now doing a full playthrough to update future releases with new shaders found along the way. It builds on WebOfShadowsRecomp, ReXGlue/Xenia, PS5_Vulkan/PS5_Mesa/PS5_PayloadSDK and the Edge of Time recomp's renderer: full credits in the README. Repo + release: https://github.com/rimidalv333/erebus-webofshadows-native   submitted by   /u/Serious-Dig-9685 [link]   [comments]