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toowasmir / WebOfShadowsRecomp

git clone https://github.com/toowasmir/WebOfShadowsRecomp.git v2.0.1 · today

Unofficial native Windows x64 PC port of Spider-Man: Web of Shadows (Xbox 360) created through static recompilation. No game assets included.

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+38
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Star history starts 2026-10-20; the chart appears after the second daily snapshot.

LanguageC++
License—
Created2026-10-17 (3d ago)
Last pushtoday
Watchers1
OwnerUser

Links

README excerpt
> [!IMPORTANT]
> **This project does not include any copyrighted game assets (`default.xex`, `.iso`, `.pak`, `.bik`).**
> You must provide the files from your own legally acquired Xbox 360 copy of *Spider-Man: Web of Shadows* (`Title ID: 41560815`) to install and play **WebOfShadowsRecomp**.
# Spider-Man: Web of Shadows Recompiled
**An unofficial native Windows x64 port of the Xbox 360 version of *Spider-Man: Web of Shadows* (2008) created through static recompilation.**
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### Download Latest Release · How to Install · Features · Controls · Report an Issue
---
## Overview
**WebOfShadowsRecomp** translates the original Xbox 360 PowerPC executable (`default.xex`, Title ID `41560815`) ahead of time into native C++ and compiles it to 64-bit `x86-64` machine code using the **ReXGlue SDK**. Because the game's code runs directly on your CPU with **AVX2 + FMA3** vector instructions rather than inside a dynamic interpreter/JIT emulator, it eliminates emulation overhead while adding modern PC features such as **Direct3D 12** rendering, built-in **AMD FidelityFX™ Super Resolution (FSR + RCAS & CAS Sharpening)**, a **Built-in 2x Frame Pacer (Cadence Doubler)**, hardware **Occlusion Culling**, and a standalone **Modern Dual-Suit Launcher (`WoS_Launcher.exe`)**.
> [!IMPORTANT]
> **WebOfShadowsRecomp** only offers official downloads via GitHub Releases. Any third-party website claiming to host this project is unaffiliated.
## Contents
- Status
- Features
- System Requirements
- How to Install
- Configuration & Hardware Presets
- Optical Flow Frame Generation (Lossless Scaling / AFMF 2)
- Controls (Controller, Keyboard & Mouse)
- Building from Source
- Project Layout
- Legal & Credits
## Status
| Platform | Renderer | Status |
| :--- | :--- | :--- |
| **Windows 10 / 11 (x64)** | Direct3D 12 (ROV / EDRAM) | **Playable** (Boots, plays Bink FMVs, full Manhattan open-world web-swinging, combat, suit switching, saves & loads) |
## Features
| Category | What you get |
| :--- | :--- |
| **Native x86-64 Engine** | Statically recompiled from the Xbox 360 PowerPC binary (`18,622+` functions) into native 64-bit C++ compiled with `clang-cl` (`-O3 -march=haswell -mavx2 -mfma`). |
| **AVX2 + FMA3 & Zero-Stall MXCSR** | PowerPC VMX128 physics, animation skinning, and vector dot-products map directly to hardware `vfmadd213sd`, `vsqrtsd`, and `pshufb` (`_mm_shuffle_epi8`). Redundant per-function `LDMXCSR` (`SetFlushMode`) pipeline stalls (`66,421` call sites) are completely eliminated via persistent per-thread FTZ/DAZ initialization. |
| **Built-in AMD FidelityFX & 2x Frame Pacer** | Integrated directly into the D3D12 presenter (`src/hooks/frame_generation.h`). Features **AMD FidelityFX™ FSR + RCAS** and **CAS** sharpening, paired with a high-precision 2x Frame Pacer that doubles display presentation cadence (60/120 Hz) to eliminate judder. Toggle live with **`F4`**. |
| **Smart VRAM Cache & Manhattan Occlusion Culling** | Hardware