Spider-Man Miles Morales PC:

Once the exclusive domain of PlayStation console platform, another key Sony title has made its way to PC, this time the spin-off from Insomniac’s rather great Spider-Man, Miles Morales.

Miles Morales was introduced to gamers through Spider-Man and in this standalone title, new Spider-Man Miles must thwart an evil tech-driven gang called the Underground (funded by a meglomaniac businessman) causing havoc in New York after Peter Parker goes on holiday to Europe. Miles finds he has some powers that his friend Peter doesn’t, namely a powerful electrically charged venom blast that can send shockwaves through foes.

As with the previous Spider-Man game, this PC port has been trusted to the safe hands of Nixxes and its a goodie, but I did experience some technical issues.

This will be more of a technical review, seeing how well one of Sony’s flagship games plays on a few generations old graphics card but is listed as the recommended PC specifications.

Sony says the PC version offers raytracing, unlocked frame rates, support for nVidia DLSS 3 and DLSS 2 and DLAA. The game supports upscaling technologies AMD FSR 2.1, Intel XeSS and IGTI. It also supports ultra-wide monitors.


Will my PC run it OK?

Amazingly, my ageing AMD RX580 GPU meets the recommended specs for 60 FPS at 1080p resolution. I know this won’t always be the case moving forward.

All graphical presets were set to medium (with low shadows) and I had the latest AMD’s software drivers. I also used AMD’s inbuilt metric tool to measure average frame rate, GPU and VRAM clock speeds, system RAM usage, GPU power draw, GPU temperature and CPU load. On average, I was seeing 60 frames per second.

I probably could have pushed the graphical presets higher, risking a drop in frame rates, but in a game that relies so heavily on fast-twitch movement and aerial acrobatics, I’m quite comfortable with medium presets and a rock solid 60 FPS.

Perched atop a crane in Harlem, snow flurries fluttering around and cars moving below, the frame rate was sitting above 60, using 11Gb of RAM and 80% to 100% GPU utilisation (and I could hear it, although my PC has since had a good dusting as there was quite a bit of dust on system and GPU fans). GPU temp was sitting around 66degC.

Swinging around the city, performing acrobatics the frame rate fluctuates from the mid 60s down to 48 FPS. In combat, even facing off against 7 or 8 enemies, frame rate hovered around the mid-60s. Nixxes have done an impressive job here. The odd time frame rates dropped to the mid-40s for a few seconds when there were a lot of pedestrians on screen.

The AMD 580 isn’t ray tracing capable so things like reflections in windows looked extremely low resolution and rough, however, I can live with that for higher frame rates.


A few technical hiccups, though

It wasn’t all plain sailing, though, and caveat: Much of what happened could well have been to do with my graphics card which was working underload a lot of the time.

About two and a half hours in, textures suddenly glitched (wall textures and spider man glitched out) and at one point there was a pixellated shadow of Spider-Man floating to the left of the main character. It got so bad I had to restart from the most recent checkpoint – which caused my system to lock up then crash. I experienced one other crash in my play through.

I definitely feel that I was pushing the limits with the RX580 – and have been for the past few PC game releases. While still a capable card, I feel you’ll need something like a RTX2079 or AMD equivalent as a minimum to get the most of our Spider-Man Miles Morales – and PC games moving forward.


Final verdict

Spider-Man Miles Morales was a great game on PlayStation and it’s a great game here on PC, despite the technical glitches I had.

I know some people bemoan the fact that once exclusive PS titles are now coming to PC but I see it as nothing but a positive. It introduces PC players to much-loved PlayStation franchises and that can only be a good thing, right?