Tuesday, October 8th 2024
Red Dead Redemption and Undead Nightmare Coming to PC October 29
For the first time in its storied legacy, John Marston's beloved journey can be experienced on PC in stunning, new detail, with both Red Dead Redemption and its iconic zombie-horror companion story, Undead Nightmare, arriving to PC on October 29. In collaboration with Double Eleven, this new version adds PC-specific enhancements including native 4K resolution at up to 144hz on compatible hardware, monitor support for both Ultrawide (21:9) and Super Ultrawide (32:9), HDR10 support, and full keyboard and mouse functionality.
There's also support for NVIDIA DLSS 3.7 and AMD FSR 3.0 upscaling technologies, NVIDIA DLSS Frame Generation, adjustable draw distances, shadow quality settings, and more. Check out the new trailer above and stay tuned for more details, including information later this week on how to pre-purchase Red Dead Redemption and Undead Nightmare at the Rockstar Store, Steam, or the Epic Games Store.Red Dead Redemption and Undead Nightmare are also currently available on Nintendo Switch, PlayStation 4, and Xbox.
Source:
Rockstar Games
There's also support for NVIDIA DLSS 3.7 and AMD FSR 3.0 upscaling technologies, NVIDIA DLSS Frame Generation, adjustable draw distances, shadow quality settings, and more. Check out the new trailer above and stay tuned for more details, including information later this week on how to pre-purchase Red Dead Redemption and Undead Nightmare at the Rockstar Store, Steam, or the Epic Games Store.Red Dead Redemption and Undead Nightmare are also currently available on Nintendo Switch, PlayStation 4, and Xbox.
25 Comments on Red Dead Redemption and Undead Nightmare Coming to PC October 29
Of course I don't expect an online campaign like the one we have seen with Starfield.
I love monopoly. Don't you?
Anyways, just pray you can change ur controls haha, thats 1 feature im looking forward to. Considering they dont care about us PC gamers.
Game engines are complicated, it's highly unlikely that RDR1 can be ported into RDR2's game engine without significant work. Assuming the assets would even transfer properly. This isnt moving from unreal 5 to unreal 5.1.
It was likely less work to recompile the OG engine to x86 and add features like native 4k support then it was to port all those assets to the RDR2 engine. Or, it IS the RDR2 engine, or a derivative. Nobody has actually said it runs on the OG engine. The OG game also only ran at 720p, to be fair. Pushing that same engine to 4k may not be so simple, especially to hit 144 FPS on top of that. We dont know what performance robbing compatibility layers are being used to make this game run. >doesnt care about the PC audience
>is porting game to PC
oof, that's a swing and a miss.
XeSS will beat the crap out of it in image quality, and while GeForce owners can use them all, there's little reason to use anything else other than DLSS, and certainly not FSR if XeSS happens to be available. So, yeah.
1. It runs slower than both DLSS and FSR on non-Intel GPUs. Noticeably so.
2. Light sources get the most flickering precisely with XeSS in most games. Even FSR ain't this bad in this department.
But yeah, AMD had been shooting all their limbs lately, sometimes even nuking, so no surprise we only see FSR3 in this title.
It should be implemented imo but it's on developers not Nvidia or AMD....
I have never seen something choppier than FSR's frame generator, the actual rate of frames went up but the game's smoothness went down dramatically, it felt like a choppy, juddery, laggy mess when I tried it on Final Fantasy XVI. Granted, DLSS-G performs very poorly in that game as well (lots of smearing and artifacting, like, unusually so amongst all other games I have ever tried), but still.
I don't see what's wrong with this statement anyway, we might all be jumping the gun. DLSS 3.7 doesn't necessarily include frame generation or ray reconstruction. It could just be the 3.7 super sampling DLL included with the game.
I used FSR3 in several games and mods as well as the driver version of it and they all work as they should.
If they used that upscaling to make the specs... imagine the portage quality:).
Oh and this is how FSR Frame Gen looks like, in an AMD sponsored game, just took this screenshot.
By the way, the reason Nvidia and Intel use DLLs is because it's simpler to keep them closed source that way, it's not because they want developers to have an easier time. Popular engine makers can always repackage components of FSR as a DLL if they think it will make a big difference to future development, they don't which should give you an idea on how big of a deal this really is.
Also as far as I can tell at least the latest version of FSR does in fact offer DLLs, so even that excuse doesn't apply anymore.
wth Rockstar. Why do you do these things to PC gamers?