Andy "Spider-Man" Weeks readies his ropes as he climbs over the roof of St. Louis Children's Hospital to wash patient windows on Tuesday, July 22, 2014. "You go over the wall and everyone screams your name," said Weeks. "Then you come back and it's back to being you." Photo by Robert Cohen, rcohen@post-dispatch.com

Matt McGehee (right) and Andy Weeks of Allglass surprised patients at St. Louis Children's Hospital as they washed windows in Spider-Man suits on Tuesday, July 22, 2014. "They look out and their eyes get big and their smiles get big," said McGehee of the patients. "It's worth the sweating." Photo by Robert Cohen, rcohen@post-dispatch.com


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Andy "Spider-Man" Weeks peers into the room of patient Jacob Rodriguez, 10, of Glendale, as Weeks washes windows at St. Louis Children's Hospital on Tuesday, July 22, 2014. "That's the first smile I've seen in three days," said Beth Damsgaard-Rodriguez of her son Jacob, who came to the hospital Sunday with a burst appendix. A cousin gave Jacob a Superman pillow as a gift. Photo by Robert Cohen, rcohen@post-dispatch.com

More power to the windows philosophy is the fact that Spider-Man: No Way Home scored an EST sales record after a long play in theaters. Industry finance sources estimate that Spider-Man: No Way Home netted well north of $610M in profit after all ancillaries.

This is something I pointed out in my video from Miles Morales back at the launch of PS5, but you know, when you have two windows side-by-side, they're gonna reflect on each other. And then the reflection within the reflection should also appear in that - and that was absent in those original games, but I notice it is actually present here. And I'm wondering what the source is for the secondary reflections? How did you actually solve this problem? 

Mike Fitzgerald: There's always a lot of balance with this. I think pretty early on as soon as we had gameplay happening over the water, whether it was a mission like we showed in our first gameplay demo, or some early wingsuit (it wasn't even a wingsuit then) but just trying to get over to where the Brooklyn and Queens where you very quickly see it fall apart. And actually there are a lot of screenshots of the first game on PS4 where the building reflections fall apart really badly, you get this full silhouette of the character in front of it. And we just knew we could do better. But when you sort of naively drop ray tracing on that water, the performance spikes far, far too high. It was really expensive. We tried to get around it. We tried doing kind of a planar reflection technique, like rendering from underneath up through the water into the scene. But hey, rendering a whole other scene is really expensive, as well. And then trying to translate that into the roughness of the water didn't quite work. And so we sort of got to a point where we said, ray tracing is going to be the right way to do this. So how can we mitigate that performance? Our graphics programmers are awesome. And the one in particular, who focuses on this stuff, he did a great job, trying to find the right compromises that you don't notice, in the same way when you're looking at water, as opposed to windows.

So in this game, we added a new high-res version of those imposters, so there's a new middle distance version of a building that has more geometric detail and far ones but isn't yet independent models for different pieces that we need to render, but you do get real reflective windows on those, so that's part of that transition. We also have a lot of objects that need to exist at a distance, things like big air conditioning units, or antennas on top of buildings, or water towers, which affect silhouettes. So those exist as these independent models that we have showing at different distances far away and close. The windows have their own techniques to blend at different distances, the materials have their own levels of detail as height effects and parallax occlusion comes in and out on them as you get close and far. And the goal is to make it all invisible. So your brain fills in the details for the far stuff and makes you feel like it's the same as if you were standing next to it.

Mike Fitzgerald: To speak to the wear and tear on buildings, sort of the blocky flat sides, one thing we did was we introduced this big step on buildings, that looks at their geometry and says, 'well, if it had been raining here for 50 years, here's where the grime would be around the windowsills, or this is a wear pattern on the side of this building'. That can be a dynamic input to a material and shader when you're close to it. But since we bake those imposters, we can bake it right into that unique imposter. So you can get 'yes, that's a brick building' but we can feed in this sort of macro break up to that brick material that says, 'oh there was a mural here and it faded away 10 years ago'. And that has added a lot of variety, looking out over Manhattan that makes it feel less cartoony and more real.

Then, Spiderman was whisked away, but not for long. He reappeared on the other side of the glass window, suspended by cables outside. Sometimes, Spiderman needs to take a break from fighting crime to wash a few windows. ff782bc1db

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