Marvel’s Spider-Man Miles Morales is available on PC, following up on the smash success of the base game, Marvel’s Spider-Man, on PC earlier this year. Like the original release, Miles Morales is packed with the latest PC gaming tech and smoothly polished to run on different hardware. It’s a great PC port. Except for DLSS 3 Frame Generation, that is.
And indeed, DLSS 3 massively improves performance, especially with the heavy CPU bottleneck in Miles Morales. The compromise is image quality with Frame Generation, which is particularly nasty in the fast-paced action that comes with any Spider-Man release. The Super Resolution portion still runs and looks fantastic.
That’s a consistent trend. Particles like snow disappear with the AI frames, which manifests as a faint flickering with Frame Generation on. It’s never an issue in slow sections and much less noticeable when you’re swinging around the city. But Miles Morales is a game where you’re constantly in motion, beating up baddies and flying through dense city streets. Having the image fall apart when there’s any object in quick motion isn’t ideal for a game like this.
The issue extends beyond fast combat and flashy finishing moves as well. DLSS Frame Generation doesn’t take into account elements on your screen like the HUD. With upscaling, these elements are ignored or masked out because they aren’t demanding to show on screen, and reducing the quality is very noticeable. DLSS Frame Generation tries to create a new frame, HUD and all, leading to unfortunate situations where the HUD smears across the screen like you can see in the screenshots below.
This isn’t uncommon behavior for DLSS Frame Generation, though. As you can read in my RTX 4090 review, these artifacts show up when cruising around Night City in Cyberpunk 2077 and even doing something as mundane as running through grass in A Plague Tale Requiem. They aren’t as severe or frequent, but they’re present.
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