Marvel’s Wolverine targets 60 FPS with Ray Tracing on base PS5

Published: 09:05, 14 August 2026
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Insomniac Games
Marvel’s Wolverine targets 60 FPS with Ray Tracing on base PS5
Performance Mode runs at 60 FPS with ray tracing enabled on both PS5 versions, targeted from the start of development

Key Points from the Article

  • Game features reactive combat environments across diverse locations including Canadian wilderness and Madripoor, with enhanced foliage, wind effects, and physics-based destruction
  • Environmental damage persists throughout gameplay, with broken objects and debris remaining visible after combat encounters
  • Developer Insomniac Games focused on making the world feel reactive through character-environment interactions and destructible objects
Performance Mode runs at 60 FPS with ray tracing enabled on both PS5 versions, targeted from the start of development

Marvel’s Wolverine will run at 60 FPS with ray tracing on the base PS5, while Insomniac is also focusing on destructible environments and reactive foliage.

Marvel’ s Wolverine is poised to be one of the technically-superior games launching on PS5 this year. Insomniac Games has confirmed that the game’s Performance Mode will run at 60 frames per second while ray tracing is enabled on both versions of PS5.

Developer Insomniac Games said the decision to go with 60 FPS wasn’t an afterthought or late optimization during development, either. Instead, the team targeted 60 FPS with ray tracing as part of the default presentation from the onset of Wolverine’s development.

Marvel’s Wolverine hitting both Performance Mode targets from the start. Insomniac Games senior project director Jess Reiner-Reed spoke with PlayStation Blog, detailing some of the technology behind Wolverine, like its reactive environment and focus on chaos during combat.

Marvel’s Wolverine Features Reactive Combat Environment 

While Spider-Man spent the majority of his trilogy gaming in an urban environment, Wolverine will take players to a variety of locations, from Canada’s wilderness to the Brightraw alleys of Madripoor. Insomniac detailed a number of features the team focused on to make the game’s world feel more reactive.

  • Enhanced foliage 
  • Wind 
  • Jungle debris 
  • Characters interact with the environment 
  • Physics-based destruction 
  • Objects that react to players 

This can be seen in-game during combat as Wolverine will be tearing through enemies. Rather than combat areas staying pristine, expect to see natural elements like leaves and branches move when the wind blows or during fights. Plus, most objects that aren’t nailed down can be destroyed as Logan batter enemies with his powers and fists.

Insomniac
Combat system emphasizes chaos with Wolverine fighting multiple enemies simultaneously in confined spaces
Combat system emphasizes chaos with Wolverine fighting multiple enemies simultaneously in confined spaces

Insomniac wants players to feel like they’re causing chaos as Wolverine wrecks his way through fights. Most environmental props can be destroyed as Logan takes out his enemies.

“The way combat plays out is gonna leave a big mess, and we want the world to reflect that,” senior technical director Andy Last said. “If you take out a group of folks and break a bunch of bottles, we want those bottles to stay broken as you move through the environment.”

Expect this to play a big role during fights as Wolverine will often be taking on multiple enemies at once in smaller environments.


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