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Spider-Man 3 Xbox 360 Recomp — 1.0.2 Launcher Update
An unofficial Windows x64 recompilation of the Xbox 360 version of Spider-Man 3, built with ReXGlue and a dedicated Vulkan renderer.
About this release
Version 1.0.2 adds a launcher for starting the game. It also includes support for systems without Resizable BAR (ReBAR), expanded city and island streaming, the Vulkan renderer, road-marking correction, 1440p internal resolution, FXAA, and a 60 FPS cap from versions 1.0 and 1.0.1.
Changes in 1.0.2
Launcher
This release adds a launcher for starting the game. No other gameplay, renderer, or performance changes are included.
Changes in 1.0.1
Systems without Resizable BAR
This release adds support for systems that do not have Resizable BAR, improving compatibility with the renderer’s shared-memory setup.
More region slots
The game can now keep more areas loaded as you move through the city:
sm3_region_slots = 13— raises the city’s region slots from 8 to 13.sm3_strip_slots = 5— adds 5 slots for the MEGACITY_STRIP packs.
The region heaps, data-block pool, and fixed region tables were enlarged to support the extra slots. The loaded-region bounds table now has 48 entries.
Island streaming and buildings
sm3_unlock_islands = trueis enabled by default. Island cells can stream in once you are withinsm3_island_load_distance = 1400of their bounds.sm3_building_view_distance = 1500increases the building view distance from the game’s original 800 units, so more of the island buildings are visible from farther away.
Known island limitation: At the Statue of Liberty and another island, the player character can freeze. The island where you break Scorpion out is fully explorable in this build. Further island work may be included in a future Second Coat release, but that is not confirmed.
Other features
- Dedicated Vulkan renderer replaces the previous Xenia-based Xenos GPU rendering plugin.
- Road markings corrected: the game’s bilinear filtering blended a pale strip at the edge of the road-lane texture into the markings. Version 1.0 applies a sampling override to that texture to prevent the edge bleed without blurring the rest of the image.
- 1440p internal resolution is enabled at 2× the game’s 1280×720 base resolution.
- FXAA is enabled on the final image, including the HUD.
- 60 FPS cap is enabled by default. Change
sm3_fps_limitinspiderman3.tomlto30to use 30 FPS. - Performance improvements include more efficient texture tracking, reduced readbacks, pipeline caching and asynchronous compilation, and ReXGlue runtime fixes.
- Optional ray-traced reflections are available on compatible Vulkan GPUs but are disabled by default.
Performance
On my RTX 3050 6 GB, the game runs very smoothly at the included 1440p internal resolution with a 60 FPS cap. In my experience, performance is dramatically better than running the game in Xenia or RPCS3. Results vary by PC, graphics driver, and scene.
Missions and compatibility
Missions and cutscenes have worked well in testing so far, though the full campaign has not been verified on every system. If you encounter a mission or cutscene issue at 60 FPS, try setting sm3_fps_limit = 30 in the included TOML and report where the problem occurs.
Installation
- Download and extract the Windows x64 release ZIP.
- Keep the launcher,
spiderman3.exe,rexruntime.dll,rexgpu-xenos.dll,spiderman3.toml, andspiderman3_pipelines.bintogether. - Put your own legally obtained, extracted Xbox 360 game files in the included
assetsfolder. Placedefault.xexdirectly inside it, with the other game files alongside it. - Run the launcher to start the game.
No game files are included. Do not share or upload game files.
Thanks and future work
Thank you to the people at Second Coat for their help with version 1.0.1. They are currently working on a new PS2 engine project for The Getaway: Second Coat’s project.
Further work on this recompilation may be picked up by Second Coat, but that has not been confirmed.
SDK and source
The ReXGlue SDK currently referenced on the main GitHub page is out of date and is not being updated for this release. A finalized SDK or consolidated patch set may be shared later, but there is no schedule or commitment. The old SDK alone will not reproduce the exact 1.0.2 build.
Reporting problems
For a crash, visual issue, mission problem, or launcher problem, include your operating system, GPU and driver, mission or location, relevant TOML settings, and steps to reproduce. Logs or screenshots are helpful. Do not attach game files.
Disclaimer
This is an unofficial fan project and is not affiliated with or endorsed by the game’s rights holders. Spider-Man 3, its characters, and all game assets remain the property of their respective owners.
Spider-Man 3 Xbox 360 Recomp — 1.0.1 Bug Fixes & Extras
An unofficial Windows x64 recompilation of the Xbox 360 version of Spider-Man 3, built with ReXGlue and a dedicated Vulkan renderer.
About this release
Version 1.0.1 adds support for systems without Resizable BAR (ReBAR) and expands city and island streaming. It also includes the Vulkan renderer, road-marking correction, 1440p internal resolution, FXAA, and a 60 FPS cap from version 1.0.
Changes in 1.0.1
Systems without Resizable BAR
This release adds support for systems that do not have Resizable BAR, improving compatibility with the renderer’s shared-memory setup.
More region slots
The game can now keep more areas loaded as you move through the city:
sm3_region_slots = 13— raises the city’s region slots from 8 to 13.sm3_strip_slots = 5— adds 5 slots for the MEGACITY_STRIP packs.
The region heaps, data-block pool, and fixed region tables were enlarged to support the extra slots. The loaded-region bounds table now has 48 entries.
Island streaming and buildings
sm3_unlock_islands = trueis enabled by default. Island cells can stream in once you are withinsm3_island_load_distance = 1400of their bounds.sm3_building_view_distance = 1500increases the building view distance from the game’s original 800 units, so more of the island buildings are visible from farther away.
Known island limitation: At the Statue of Liberty and another island, the player character can freeze. The island where you break Scorpion out is fully explorable in this build. Further island work may be included in a future Second Coat release, but that is not confirmed.
Other features
- Dedicated Vulkan renderer replaces the previous Xenia-based Xenos GPU rendering plugin.
- Road markings corrected: the game’s bilinear filtering blended a pale strip at the edge of the road-lane texture into the markings. Version 1.0 applies a sampling override to that texture to prevent the edge bleed without blurring the rest of the image.
- 1440p internal resolution is enabled at 2× the game’s 1280×720 base resolution.
- FXAA is enabled on the final image, including the HUD.
- 60 FPS cap is enabled by default. Change
sm3_fps_limitinspiderman3.tomlto30to use 30 FPS; no separate build or launcher is needed. - Performance improvements include more efficient texture tracking, reduced readbacks, pipeline caching and asynchronous compilation, and ReXGlue runtime fixes.
- Optional ray-traced reflections are available on compatible Vulkan GPUs but are disabled by default.
Performance
On my RTX 3050 6 GB, the game runs very smoothly at the included 1440p internal resolution with a 60 FPS cap. In my experience, performance is dramatically better than running the game in Xenia or RPCS3. Results vary by PC, graphics driver, and scene.
Missions and compatibility
Missions and cutscenes have worked well in testing so far, though the full campaign has not been verified on every system. If you encounter a mission or cutscene issue at 60 FPS, try setting sm3_fps_limit = 30 in the included TOML and report where the problem occurs.
Installation
- Download and extract the Windows x64 release ZIP.
- Keep
spiderman3.exe,rexruntime.dll,rexgpu-xenos.dll,spiderman3.toml, andspiderman3_pipelines.bintogether. - Put your own legally obtained, extracted Xbox 360 game files in the included
assetsfolder. Placedefault.xexdirectly inside it, with the other game files alongside it. - Run
spiderman3.exe.
No game files are included. Do not share or upload game files.
Thanks and future work
Thank you to the people at Second Coat for their help with this release. They are currently working on a new PS2 engine project for The Getaway: Second Coat’s project.
Further work on this recompilation may be picked up by Second Coat, but that has not been confirmed.
SDK and source
The ReXGlue SDK currently referenced on the main GitHub page is out of date and is not being updated for this release. A finalized SDK or consolidated patch set may be shared later, but there is no schedule or commitment. The old SDK alone will not reproduce the exact 1.0.1 build.
Reporting problems
For a crash, visual issue, or mission problem, include your operating system, GPU and driver, mission or location, relevant TOML settings, and steps to reproduce. Logs or screenshots are helpful. Do not attach game files.
Disclaimer
This is an unofficial fan project and is not affiliated with or endorsed by the game’s rights holders. Spider-Man 3, its characters, and all game assets remain the property of their respective owners.
Spider-Man 3 Xbox 360 Recomp — 1.0 Final Build
An unofficial Windows x64 recompilation of the Xbox 360 version of Spider-Man 3, built with ReXGlue and a dedicated Vulkan renderer.
About this release
Version 1.0 uses a project-built Vulkan renderer and includes a targeted correction for the road markings. The supplied configuration uses 2560×1440 internal resolution, FXAA, and a 60 FPS cap.
I believe this is currently the best way to play the Xbox 360 version of Spider-Man 3 on PC.
Highlights
- Vulkan renderer: replaces the previous Xenia-based Xenos GPU rendering plugin.
- Road markings corrected: the game’s bilinear filtering blended a pale strip at the edge of the road-lane texture into the markings. Version 1.0 overrides sampling for that texture to prevent the edge bleed without blurring the rest of the image.
- Performance improvements: includes more efficient texture tracking, reduced readbacks, pipeline caching and asynchronous compilation, and ReXGlue runtime fixes.
- 1440p and FXAA: 2× internal resolution with FXAA enabled on the final image, including the HUD.
- 60 FPS cap: enabled by default. Set
sm3_fps_limit = 30inspiderman3.tomlto use 30 FPS. No separate 30 FPS build or launcher is needed. - Optional ray-traced reflections: disabled by default and requires Vulkan ray-query support.
Performance
On my RTX 3050 6 GB, the game runs very smoothly at the included 1440p internal resolution with a 60 FPS cap. In my experience, performance is dramatically better than running the game in Xenia or RPCS3. Results vary by PC, graphics driver, and scene.
Missions and frame rate
Missions and cutscenes have worked well in testing so far, though the full campaign has not been verified on every system. If you encounter a mission or cutscene issue at 60 FPS, try setting sm3_fps_limit = 30 in the included TOML and report where the issue occurs.
Island exploration
Set sm3_no_world_bounds = true in spiderman3.toml to remove the invisible world boundary and unlock the island regions, including Liberty, Ellis, and Governors Island. This option is off by default and is experimental; island streaming and mission behavior may vary.
Installation
- Download and extract the Windows x64 release ZIP.
- Keep
spiderman3.exe,rexruntime.dll,rexgpu-xenos.dll,spiderman3.toml, andspiderman3_pipelines.bintogether. - Put your own legally obtained, extracted Xbox 360 game files in the included
assetsfolder. Placedefault.xexdirectly inside it, with the other game files alongside it. - Run
spiderman3.exe.
No game files are included. Do not share or upload game files.
Thanks and future work
Thank you to the people at Second Coat for their help with this release. They are currently working on a new PS2 engine project for The Getaway: Second Coat’s project.
Second Coat may pick up further work on this recompilation, but that has not been confirmed.
SDK and source
The ReXGlue SDK currently referenced on the main GitHub page is out of date and is not being updated for this release. A finalized SDK or consolidated patch set may be shared later, but there is no schedule or commitment. The old SDK alone will not reproduce the exact 1.0 build.
Reporting problems
For a crash, visual issue, or mission problem, include your operating system, GPU and driver, mission or location, relevant TOML settings, and steps to reproduce. Logs or screenshots are helpful. Do not attach game files.
Disclaimer
This is an unofficial fan project and is not affiliated with or endorsed by the game’s rights holders. Spider-Man 3, its characters, and all game assets remain the property of their respective owners.
Spider-Man 3 Xbox 360 Recomp — Mission Compatibility & Visual Polish Update
Windows x64 update for the Spider-Man 3 Xbox 360 recompilation, using the Direct3D 12 renderer. This version focuses on mission testing, visual quality, and making the game a more enjoyable build to play.
What's improved
FXAA post-processing is enabled, with native 2× MSAA and a 16× anisotropic-filtering override for textures whose sampler settings support it.
The original Xbox 360 lighting and colours are back. In my view, the visuals now look much closer to the original game and substantially better than the official PC version.
The 30/60 FPS launcher is included.
Testing and performance
This has been a stable, enjoyable build to play on my PC. All the missions I have tested so far have worked correctly, including the cutscenes I’ve encountered. The full campaign has not yet been verified, so more testers are needed.
The game runs at around 60 FPS in most areas I’ve tested. Short stutters can happen while shaders compile, and especially heavy areas may cause slight frame-rate drops. Further optimisation is planned.
Performance can vary between PCs. The launcher’s 30 FPS option remains available as a fallback.
Known issue
Road markings and road-surface lines can still show visual artifacts at certain viewing distances and ground-level angles. This remains the main graphics issue I’m investigating, and help from people with graphics or recompilation experience would be very welcome.
Looking ahead
This is a solid step toward a fuller 1.0 release, not the end of development. The next stages include testing more of the campaign, improving performance and working toward a more complete launcher and other quality-of-life features.
Installation
Extract the ZIP.
Keep the FPS launcher, spiderman3.exe, spiderman3.toml, and required runtime DLLs together in the same folder.
Place your own extracted game files in the assets folder, with default.xex directly inside.
Run the launcher and choose a frame-rate mode.
No game files are included. Use only game files you are legally entitled to use.
Testing help
Please try different missions, cutscenes, and frame-rate modes, and report anything that breaks. Include the mission or location, selected FPS mode, reproduction steps, and a log or screenshot where useful. This is my first recompilation project, so testing, feedback, and pull requests are especially appreciated. Do not upload game files.
Spider-Man 3 Xbox 360 Recomp — 30/60 FPS Test Build
Tag: v0.3.0
Title: Spider-Man 3 Xbox 360 Recomp — 30/60 FPS Test Build
Mark as: Pre-release
Description
Early Windows x64 test build of the Spider-Man 3 Xbox 360 recompilation, using the Direct3D 12 renderer.
What's included
A Windows launcher to choose 30 FPS or 60 FPS.
Both modes use the same spiderman3.exe; the launcher changes sm3_fps in spiderman3.toml.
The 60 FPS mode has been tested in city/free-roam areas on the author's PC.
Testing status and known issues
Mission, cutscene, save/progression, and full-campaign compatibility have not been verified.
30 FPS is available as a fallback if a mission or timing-sensitive section has problems; this is not a compatibility guarantee.
Brief shader-compilation stutters and scene-dependent frame-rate drops may occur.
Road-marking/road-surface artifacts remain unresolved.
Performance varies by PC and scene; 60 FPS is not guaranteed on every system.
Installation
Extract the ZIP.
Keep the FPS launcher, spiderman3.exe, spiderman3.toml, and required runtime DLLs together in the same folder.
Place your own extracted game files in the assets folder, with default.xex directly inside.
Run the launcher and choose a frame-rate mode.
No game files are included. Use only game files you are legally entitled to use.
Build note
This pre-release was built against a local ReXGlue SDK checkout (0.10.0.25-dev.gca20daf). Any local SDK modifications required to reproduce the exact binary are not yet included in this repository, so a clean fork may not produce an identical build.
Feedback, forks, and pull requests are welcome. Please include the location or mission, selected FPS mode, reproduction steps, and a log or screenshot where useful. Do not upload game files.
Spider-Man 3 Xbox 360 Recomp — Performance Test Update
Small configuration update for the Windows x64 pre-release. Uses the tested fast readback-resolve setting with cache-miss waiting disabled,.
In my testing, city gameplay felt smoother with this change. Brief shader-compilation stutters may still occur. This is an early test build; the full campaign and mission compatibility have not been verified. Please report reproducible crashes, visual issues, or mission blockers, and how far you got.
Requires your own extracted game files in assets, with default.xex directly inside. No game files are included.
The prebuilt binary still uses a local ReXGlue SDK modification that is not yet included in this repository.
Spider-Man 3 Xbox 360 Recomp — Performance Test Update
Early Windows x64 performance-test update for the Spider-Man 3 Xbox 360 recompilation. In my testing, city performance now feels stable at the existing 30 FPS cap; the brief hitches I still notice appear to be shader-compilation stutter. This build does not add 60 FPS. A safe 60 FPS option and improved road markings are future goals.
I have tested several city areas, saved and reloaded, and have not seen visible graphics errors. I have not completed the full game, so please report how far you get and any mission, save, progression, or crash issues. Pull requests are welcome.
Requires your own extracted game files in the assets folder, with default.xex directly inside. No game files are included.
Source note: this prebuilt binary uses a local ReXGlue SDK modification that is not yet included in the public Spider-Man project repository. Forking this repository alone will not reproduce that performance change.
Spider-Man 3 Xbox 360 Recomp — First Public Test Build
First public Windows x64 test build of the Spider-Man 3 Xbox 360 recompilation. In my testing, it reaches gameplay, completes the Prologue and saves. I haven’t tested the full game.
Frame-rate drops, stuttering and road-surface lines remain. Shader caching may contribute to some stutter, but that hasn’t been confirmed as the only cause. Feedback and reproducible bug reports are welcome.
Requires your own extracted game files in assets, with default.xex directly inside. No game files are included.