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Marvel's Wolverine ships ray tracing at 60fps on a base PS5

Games14 August 2026 · 6 min

Article by Gianluca Scattarella

3D Environment & Technical Artist

Marvel's Wolverine ships ray tracing at 60fps on a base PS5 — Games on Backdrop

Marvel’s Wolverine is a month from launch — 15th September, PS5 exclusive — and this week brought a stack of hands-on previews plus a technical confirmation from Insomniac that’s easy to skim past if you don’t spend your days budgeting frame time. Performance mode, the game’s default mode, runs at 60fps with ray tracing enabled, on a base PS5. Not the Pro. Not a quality-mode compromise you have to opt into and eat a 30fps hit for. The mode most players will never leave.

I want to explain why that line is worth more than the marketing bullet point it sounds like, because it flips a trade-off that has shaped every ray-traced console game since the feature became standard.

Ray tracing has always been the first thing cut for framerate

Real-time ray tracing on a fixed console budget is a tax, not a toggle. It adds extra rays that have to be shot, intersected against geometry, and denoised, on top of everything else already competing for the frame — shading, animation, physics, streaming. On PS5-class hardware, that tax has consistently been too expensive to pay twice: once for 4K-ish quality mode, once for 60fps performance mode. So the standard shape of a “next-gen” console game became two menus stapled together — a Quality mode with ray-traced reflections or shadows at 30fps, and a Performance mode that switches RT off, or scales it down hard, to hit 60. Insomniac’s own Spider-Man 2 shipped exactly that split. So did most of the genre.

Wolverine’s Performance mode keeping ray tracing on and making that combination the default, not a hidden third option, means the team decided most players should see ray-traced lighting and reflections at 60fps without ever opening a settings menu. That’s a different design conversation than “can we technically fit RT in performance mode” — it’s “we’re building around this pairing being what everyone plays.”

The difference is when you decide, not just whether you can

The detail that actually explains this, from Insomniac’s own comments this week, is that the 60fps-plus-RT target was built into the game from early development rather than chased down as a stretch goal after the fact. That ordering matters more than the frame-time number itself.

Retrofitting a performance target onto content built for a quality bar almost always means cutting things after the fact: dropping ray count, shrinking the denoiser’s effective resolution, culling reflection-casting surfaces the art team already populated a level with. You are un-building work that was already signed off. Deciding the target up front changes what gets built in the first place — which surfaces get flagged as reflective, how dense the destructible geometry in a scene is allowed to get, how much the lighting team leans on baked versus traced information, what dynamic-resolution range the renderer is allowed to scale into before a level is ever finished. It’s the difference between hitting a number and designing for one, and it shows up as fewer compromises later precisely because fewer things had to be un-decided.

Retrofit vs. built-in target
<text x="30" y="80" fill="#E29DE8" font-family="Arial, sans-serif" font-size="13" font-weight="bold">RETROFITTED (target added late)</text>
<rect x="30" y="95" width="620" height="34" rx="4" fill="#3a1245"/>
<rect x="30" y="95" width="500" height="34" rx="4" fill="#5c1f6e"/>
<rect x="530" y="95" width="120" height="34" rx="4" fill="#9c3fb0" opacity="0.5"/>
<text x="40" y="118" fill="#F4E9F7" font-family="Arial, sans-serif" font-size="12">content built for quality bar</text>
<text x="540" y="118" fill="#F4E9F7" font-family="Arial, sans-serif" font-size="11">cuts made after</text>

<text x="30" y="165" fill="#E29DE8" font-family="Arial, sans-serif" font-size="13" font-weight="bold">BUILT-IN (target set from day one)</text>
<rect x="30" y="180" width="620" height="34" rx="4" fill="#3a1245"/>
<rect x="30" y="180" width="620" height="34" rx="4" fill="#7a2a90"/>
<text x="40" y="203" fill="#F4E9F7" font-family="Arial, sans-serif" font-size="12">reflective surfaces, destructible density, lighting budget all decided against the target from the start</text>

<text x="30" y="260" fill="#C9A8CF" font-family="Arial, sans-serif" font-size="12">Same destination — 60fps with ray tracing on base PS5.</text>
<text x="30" y="280" fill="#C9A8CF" font-family="Arial, sans-serif" font-size="12">One path un-builds finished work. The other never builds the parts that wouldn't survive.</text>
How Insomniac describes reaching a 60fps ray-traced default: decided at the start, not cut down to at the end.

The destruction angle is the same discipline, applied to props

The other detail running through this week’s previews is how much of Wolverine’s world is built to break. Reporters describe props reacting in physically grounded ways under Logan’s claws, and his healing factor visibly closing wounds mid-fight — which, from a technical-art seat, is its own budget problem stacked on top of the rendering one. Destructible geometry usually means extra draw calls for fractured states, physics simulation for debris, and — if it’s meant to look convincing rather than like pre-baked chunks flying apart — some kind of runtime fracturing or state-swap system that has to stay inside the same frame budget as everything else. Healing that visibly reverses damage is the harder version of that problem: it means the damage state has to be authored as something that can run backwards convincingly, not just play once and stay broken.

None of that is confirmed in technical detail — Insomniac hasn’t published a breakdown of how the destruction system works, and I’d treat “physically accurate” in preview copy the way I treat any marketing line, as a claim to verify once people have hands on the shipped build. But the fact that a studio is promising both a 60fps ray-traced default and destructible, healing-reactive environments in the same breath tells you the whole project was scoped around a tighter simulation-and-rendering budget than “make it look as good as possible and see what frame rate falls out.”

The catch, because there’s always one

Eurogamer’s hands-on this week called the combat “ferocious, destructive and cinematic — but a little predictable,” which is a preview writer’s way of saying the moment-to-moment feel is strong and the encounter design might not be doing much new. That’s a different axis than the technical one, and worth keeping separate: a game can hit an unprecedented performance target and still play it safe structurally. I’d also flag that every number above is Insomniac’s own framing, repeated across previews that were almost certainly built around a guided hands-on session — not something outlets independently profiled on their own hardware. Base-PS5 ray tracing holding at a locked 60fps in a busy combat encounter, with destruction and healing VFX both active at once, is exactly the kind of claim that looks different in a curated demo than three weeks after launch when players are stress-testing it in the worst-case rooms they can find.

Worth watching properly once it ships — and worth remembering, if it holds up, as a marker for where “ray tracing plus 60fps” stops being the compromise-mode question and starts being the expected floor.

Sourced from this week’s Eurogamer and Push Square previews, plus Insomniac’s own comments on Performance mode reported by TechRadar and Wccftech — all converging on the same 60fps-with-ray-tracing-by-default claim, though all tracing back to the same guided preview event rather than independent hands-on testing.

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