Tuesday, September 6th 2022

Red Dead Redemption 2 Gets Official AMD FSR 2.0 Support Months After a Community Mod adds it

The PC version of "Red Dead Redemption 2" received official support for the AMD FidelityFX Super Resolution 2.0 (FSR 2.0) performance enhancement with the latest Version 1.31 patch. The game now supports FSR 2.0 as well as DLSS. The update also includes improvements to the temporal anti-aliasing (TAA) implementation in the PC version. The update comes two months following a community mod that added FSR 2.0 to the game unofficially, which required you to run the game with its DirectX 12 renderer, and add or replace certain game files. The official 1.31 patch adds FSR 2.0 support for both the DirectX 12 and Vulkan renderers. The 433 MB patch is being pushed through Steam.
Sources: Rockstar Games, VideoCardz
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14 Comments on Red Dead Redemption 2 Gets Official AMD FSR 2.0 Support Months After a Community Mod adds it

#1
DeathtoGnomes
This is how its going to be in games, if they can be modded, officially or unofficially supported, nothing will happen until its been done by a modder first. Too many games ignore their own community outcries for too long, those with community managers suck even worse as most threads on certain topics are deleted too often. The care bear team (WoW) over at Blizzard bent to such demands and look what happened, they got everything they wanted while screwing up what made the game popular. That is a lesson for all developers learned the hard way, which is why they did a 180 and not talk to the fan base at all..

I doubt RDR had any plans at all of implementing FSR2 or any other game in their game library.
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#2
wolf
Performance Enthusiast
I believe the update also brings a sharpness slider to DLSS.
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#3
1d10t
Haven't played this game since I switch to new GPU , I remember RDR2 got bad implementation of TAA prior, seems too blurry. Cranking MSAA to 4X help a bit but taxed my 5700XT too much.
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#4
ZoneDymo
Now if only the game would still...ya know....actually freaking start for me instead of being stuck on the R* launcher for half an hour only to then just go away like I never tried to start it in the first place!
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#5
Chomiq
I gave Rockstar a chance when the game originally came out on PC. It was a clusterf*ck that wouldn't even launch and I fought with them for nearly a week to get a refund. No more.
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#6
john_
It would be interesting someone to compare the modded version with the official version and see if quality problems that where probably in the modded version, remain in the official also. That could lead to speculations about FSR's general quality, or the quality of the implementation it self. Who says that Rockstar didn't just did what modders done, without any other kind of effort? They could have just put a "Official" sticker on it and nothing else.
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#7
sepheronx
ZoneDymoNow if only the game would still...ya know....actually freaking start for me instead of being stuck on the R* launcher for half an hour only to then just go away like I never tried to start it in the first place!
If you got an integrated gpu with your cpu, disable it in device manager. Seems strange but it is what solved my issue which was same as yours.
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#8
Valantar
DeathtoGnomesThis is how its going to be in games, if they can be modded, officially or unofficially supported, nothing will happen until its been done by a modder first.
That is a drastic reversal of causality here. How on earth can you know that this wouldn't have happened if the mod hadn't been made? That's a massive deductive leap you're making based on zero real evidence.

A more sensible version of this: there are millions and millions of players out there - of which a small but significant portion have the skills to create mods. Players, and thus modders, vastly outnumber the people working at any given developer. And crucially, they do this on their free time, when they don't have other assigned work tasks - unlike developers doing these things as a job. Thus, chances of a modder implementing something like this before a developer can get around to it? Massive. Essentially 100%. There is nothing surprising or wrong about this - it's just a logical outcome of the different conditions in which such work is done. For a developer to beat a modder to something like this would essentially require someone in management ordering one or more developers to drop whatever they're currently doing and do this thing instead. (They'd also need to fast track a bunch of testing/QC, which takes a lot of time.) That would be terrible management, and would make for a very unhealthy workplace. Stability and the ability to plan ahead is crucially important - but yes, this also means things take more time than for someone who on a whim wants to do this as a hobby project.
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#9
DeathtoGnomes
ValantarThat is a drastic reversal of causality here. How on earth can you know that this wouldn't have happened if the mod hadn't been made? That's a massive deductive leap you're making based on zero real evidence.

A more sensible version of this: there are millions and millions of players out there - of which a small but significant portion have the skills to create mods. Players, and thus modders, vastly outnumber the people working at any given developer. And crucially, they do this on their free time, when they don't have other assigned work tasks - unlike developers doing these things as a job. Thus, chances of a modder implementing something like this before a developer can get around to it? Massive. Essentially 100%. There is nothing surprising or wrong about this - it's just a logical outcome of the different conditions in which such work is done. For a developer to beat a modder to something like this would essentially require someone in management ordering one or more developers to drop whatever they're currently doing and do this thing instead. (They'd also need to fast track a bunch of testing/QC, which takes a lot of time.) That would be terrible management, and would make for a very unhealthy workplace. Stability and the ability to plan ahead is crucially important - but yes, this also means things take more time than for someone who on a whim wants to do this as a hobby project.
Granted there are few (few vs alot) exceptions, thats a given, but you're right I have zero evidence, and I am not a gamer...:banghead:

I based what I said on my experiences with the games, I and my friends have played and shared our experiences, I have developed my own mods, was playtester for 7D2D, playtester for several large "complete" mods. But thats all personal experience, what evidence is it you needed exactly?

When I started paying attention to mods and modders, the biggest surprise turns out to be one of a games developers, that could not do anything officially, added specific content or bug fixes, the later being used as a beta test for official bug fixxes, all done via modding.

Some games are easier to mod than others, XML vs LUA for example, one might find LUA easier to mod than XML but thats a rare individual. I have done my own modding on 7 Days to Die, a game that didnt have mod support until a developer on the project added mod support via a mod. Several Devs in that game wound up taking an active part in modding, in an unofficial role only. Most gamers know its not exactly the first time, nor will it be the last time a mod (by anyone) changed aspects, even nudged the direction of a game.

With 99% of games needing a fixitup patch within 6 months after release/launch day modders have been [almost] depended upon to fix things they can find, plenty of which the developers implement, and given recognition. I've done it and got made a moderator for the QA discord channel. There have been instances where a modder has actually been hired by the game developer, usually due to extensive modding.

Games cannot fast track anything (any game worth their salt), officially, if they have a team of QA testers, we were directed to focus on a specific area or event, intentionally leaving out specifics, which was always a way to confirm an issue. Yea been there....
john_It would be interesting someone to compare the modded version with the official version and see if quality problems that where probably in the modded version, remain in the official also. That could lead to speculations about FSR's general quality, or the quality of the implementation it self. Who says that Rockstar didn't just did what modders done, without any other kind of effort? They could have just put a "Official" sticker on it and nothing else.
which kinds of quality problems, graphic or game play? :confused:
john_Who says that Rockstar didn't just did what modders done, without any other kind of effort? They could have just put a "Official" sticker on it and nothing else.
Wouldnt be the first time a developer added such stickers. :D
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#10
john_
DeathtoGnomeswhich kinds of quality problems, graphic or game play? :confused:
When the first news about modded games to support FSR 2.0 came out, people did review those implementations, including @maxus24 here. There where some problems with the quality of FSR 2.0 compared to DLSS 2.0 (also some lower performance, but that's secondary), with many arguing that those problems where a result of comparisons done with Nvidia cards (that could run both DLSS 2.0 and FSR 2.0, so it was suppose to make the comparison more "apples to apples").

Red Dead Redemption 2: FSR 2.0 Community Patch Review | TechPowerUp
So, the question is. Is Rockastar's official implementation superior to what a simple mod can do?
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#11
DeathtoGnomes
john_When the first news about modded games to support FSR 2.0 came out, people did review those implementations, including @maxus24 here. There where some problems with the quality of FSR 2.0 compared to DLSS 2.0 (also some lower performance, but that's secondary), with many arguing that those problems where a result of comparisons done with Nvidia cards (that could run both DLSS 2.0 and FSR 2.0, so it was suppose to make the comparison more "apples to apples").

Red Dead Redemption 2: FSR 2.0 Community Patch Review | TechPowerUp
So, the question is. Is Rockastar's official implementation superior to what a simple mod can do?
Thanks. I would have to agree, reviews as such should have use cards from both sides with both enhancers.

When you refer to the lower performance does that mean just FPS alone?
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#12
john_
DeathtoGnomesWhen you refer to the lower performance does that mean just FPS alone?
Yes. If I remember correctly, FSR 2.0 was somewhat slower than DLSS 2.0 in all those games that could be patched to use FSR 2.0. Not much, like, for example 80 vs 75 fps. But I think quality here is the main parameter. Performance, considering we are not talking about huge difference, it is secondary.
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#13
DeathtoGnomes
john_Yes. If I remember correctly, FSR 2.0 was somewhat slower than DLSS 2.0 in all those games that could be patched to use FSR 2.0. Not much, like, for example 80 vs 75 fps. But I think quality here is the main parameter. Performance, considering we are not talking about huge difference, it is secondary.
FPS is not a true measure of performance, but people insist on using it as the Word of the Gamer God.
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#14
Punkenjoy
I was able to test it after messing around with that damn install. The game didn't wanted to launch at all. I had to remove everything, clean up the rockstar social thing and try again from scratch.

I would say it's very usable. I got a nice increase in frame rate at max detail 4K FSR 2.0 Quality. My 6800 is able to stay above 60 fps all the time and it's nice. I also really like the added sharpness filter that was not available with the mod. Except some slightly shimmering on very thin object like electric cable, i haven't seen many artefact.

I might continue my play through at some point. But to me that seems to be a nice and not rushed implementation.
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