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
14 Comments on Red Dead Redemption 2 Gets Official AMD FSR 2.0 Support Months After a Community Mod adds it
I doubt RDR had any plans at all of implementing FSR2 or any other game in their game library.
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.
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.... which kinds of quality problems, graphic or game play? :confused: Wouldnt be the first time a developer added such stickers. :D
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?
When you refer to the lower performance does that mean just FPS alone?
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.