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NVIDIA DLSS 2.0 Added to Red Dead Redemption 2

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Rockstar's Red Dead Redemption 2 is one of the highest-rated games of all time, with over 275 perfect scores and over 175 Game of the Year Awards. Its PC release is also one of the platform's best-looking titles, with an amazingly rendered and realistic open world that tests the mettle of any PC when effects and rendering resolutions are ramped up.

To boost performance on GeForce RTX PCs and laptops, Rockstar has today released a NVIDIA DLSS update for Red Dead Redemption 2 and Red Dead Online. If you're unfamiliar with NVIDIA DLSS (Deep Learning Super Sampling), it's a groundbreaking AI rendering technology that increases graphics performance using dedicated Tensor Core AI processors on GeForce RTX GPUs, without compromising image quality.





In Red Dead Redemption 2 and Red Dead Online, NVIDIA DLSS is enabled in the Settings menu, under Graphics, and accelerates performance by up to 45% at 4K, giving GeForce gamers the headroom to crank up effects, or simply enjoy Red Dead Redemption 2's captivating gameplay at faster frame rates.

With the aid of NVIDIA DLSS, all GeForce RTX gamers can experience Red Dead Redemption 2's incredible world with max settings at 1920x1080 at over 60 FPS. At 2560x1440, GeForce RTX 3060 Ti and above users can ride out with over 60 FPS. And at 3840x2160, gamers with a GeForce RTX 3070, or a faster GPU, can enjoy 60 FPS+ max setting gameplay, for the most detailed, immersive, and engrossing Red Dead Redemption 2 and Red Dead Online experience possible.

NVIDIA DLSS support is available now - just in time for Red Dead Online's latest update, Blood Money, where players experience the darker side of frontier America with a series of all new, high-stakes robberies, shakedowns, and more lawless activities! Download and install our latest Game Ready Driver, and the new game update to enable support.

Red Dead Redemption 2 is one of nearly 60 games that support NVIDIA DLSS, and we've got many more implementations waiting in the wings to be announced and released in the coming weeks and months.

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Apart from this update seemingly being a huge let down, I have a technical question: My friend runs this game at 1080p, the game has the option to decrease or.increase the internal resolution.
Would there be something to gain from turning any form of ingame AA off, upping the internal res to 4k and then using dlss in performance mode bringing it back to 1080p?
 
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Apart from this update seemingly being a huge let down, I have a technical question: My friend runs this game at 1080p, the game has the option to decrease or.increase the internal resolution.
Would there be something to gain from turning any form of ingame AA off, upping the internal res to 4k and then using dlss in performance mode bringing it back to 1080p?
If he doesn't have 4k display - no. If he does, the performance would be comparable to 1080p (in performance mode, or 1440p in balanced) while having the visuals comparable to 4k, that's what DLSS is supposed to do. Results may vary, i don't know how exactly it performs in RDR2.
 
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Now we are talking :clap:
 
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The addition of DLSS looks pretty sweet. Judging by the scaling shown here, my 2060 Super with DLSS Performance Mode enabled should be able to approach the performance of a 2080 Ti at native resolution. This means that I could be looking at average frame rates above 60 FPS at 4K when using Digital Foundry's Xbox One X settings.

Am I missing something here? This seems too good to be true. Oh wait, they still didn't remove their god-awful DRM solution from the game yet, did they? Never mind... :banghead:
 
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If he doesn't have 4k display - no. If he does, the performance would be comparable to 1080p (in performance mode, or 1440p in balanced) while having the visuals comparable to 4k, that's what DLSS is supposed to do. Results may vary, i don't know how exactly it performs in RDR2.

Well DLSS is trying to mimic the quality of 4k while actually running at a lower res.
So the idea behind my question would be running it at 1080p but internally visually upscaled to 4k while performance is only a bit worse then running it at 1080p.

Or does DLSS actually need the physical pixels to be present in order to reconstruct?
 
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So the idea behind my question would be running it at 1080p but internally visually upscaled to 4k while performance is only a bit worse then running it at 1080p.
So ... uh, 1080p upscaled via DLSS to 4k and then downscaled back to 1080p ? Kinda like antialiasing ? That doesn't make sense, just use DLSS at 1080p in quality mode then, DLSS2 is nearly indistinguishable visually from native in this mode, may be actually better in some cases where antialiasing is lacking in quality.
 
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So ... uh, 1080p upscaled via DLSS to 4k and then downscaled back to 1080p ? Kinda like antialiasing ? That doesn't make sense, just use DLSS at 1080p in quality mode then, DLSS2 is nearly indistinguishable visually from native in this mode, may be actually better in some cases where antialiasing is lacking in quality.

Well no and yes.

RDR2 and GTA and some other games allow for the internal resolution to be scaled up, see it as build in VSR (AMD) or DRS (Nvidia).
So the resolution is your monitors res but you are running a higher internal res (with the same cost as actually running it at that res because technically you are), which results in a SSAA type of improvement.

So I was thinking, what if you use that ingame internal resolution upscaler to make the game run internally at 4k but externally on 1080p to make it nice an sharp and detailed.
Then us DLSS in 4k performance mode to have it actually run at 1080p but then reconstructed to that 4k you are running it on via the build in upscaler.
So you have more or less the sharpness of 4k but performance would not be hit as hard.

it is indeed weird but im just wondering, but if there is no real answer I guess ill just try it :p

using DLSS at 1080p in quality mode means the game will run at a lower res then 1080p then upscaled/reconstructed to be visually the same as 1080p but requiring less graphical horsepower, but that is not what im after.
I want to use DLSS to fake a higher resolution then base, not a lower resolution faked to base.
 
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Well no and yes.

RDR2 and GTA and some other games allow for the internal resolution to be scaled up, see it as build in VSR (AMD) or DRS (Nvidia).
So the resolution is your monitors res but you are running a higher internal res (with the same cost as actually running it at that res because technically you are), which results in a SSAA type of improvement.

So I was thinking, what if you use that ingame internal resolution upscaler to make the game run internally at 4k but externally on 1080p to make it nice an sharp and detailed.
Then us DLSS in 4k performance mode to have it actually run at 1080p but then reconstructed to that 4k you are running it on via the build in upscaler.
So you have more or less the sharpness of 4k but performance would not be hit as hard.

it is indeed weird but im just wondering, but if there is no real answer I guess ill just try it :p

using DLSS at 1080p in quality mode means the game will run at a lower res then 1080p then upscaled/reconstructed to be visually the same as 1080p but requiring less graphical horsepower, but that is not what im after.
I want to use DLSS to fake a higher resolution then base, not a lower resolution faked to base.

Yes, just increase the internal render resolution according to the following percentage and DLSS mode
DLSS Quality = 225%
Balance = 300%
Performance = 400%
Ultra Performance = 900%
Then you will have DLSS using the native resolution, upscaled it then downsampling back to native resolution.
 
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Always nice to see more games supporting DLSS. I personally own a Legion 7 gaming laptop, without being stuck on checkerboard rendering I can finally run games on my TV at 4K resolution just like my consoles can with much less noticeable image blurring and higher FPS. Also when playing Cyberpunk I can get 80+ FPS With RTX and all settings to Ultra/Psycho and the blurring is barely visible on a 16" Laptop screen. Specs at 5900HX and 3080 16GB 160TDP mobility.

DLSS is truly the future for PC gaming!
 
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I had some time to test it but i read that to not get artefact, you will want to disable TAA Sharpening. I didn't and I had strange artefact around edge.

I still need to try without it but that is a good to know. It's quite strange that turning on DLSS do not turn it on by default.

Also

There is no point to use DLSS in it's current state to lower resolution of an image. The benefits of DLSS is it use previous frame (temporal factor of DLSS) to help reconstruct the image. There is no point of having this data when you already all the data you need and you want to reduce the resolution. Something that only use the current image (spatial data) (like FSR) would be more than enough.
 
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Who the Hell uses DLSS in performance mode? It looks awful.

Unfortunately, this is true. However, many people including myself are already used to the game's ultra-blurry TAA solution.

Does anyone know if Performance Mode matches the game's TAA at native resolution in quality? If so, then that's a huge win in my opinion. I can't test right now because I am out of the house for the week.
 
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So finally had a chance to put RDR2 DLSS through its paces, over 80 FPS @ 3840x1600 w/ 5950X+3090 on everything maxed is impressive (Benchmark tool).

However, the amount of artifacting, shimmering and pop in is nuts. Core crux of DLSS IMO, thought 2.2 was supposed to fix this?
 
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I would rather run native 1440p with maxed out settings, than gimped 4K DLSS performance mode.
 
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