![]() Only makes sense that that follows suit on PC. It was designed for Xbox One X after all and that targeted 4k native with their TAA. The game crashed the first time I tried to unlock the advanced settings options, so I used that as an excuse to not mess with them directly. Im sure there are plenty of frame drops in Saint Denis. #720p red dead redemption 2 image PcThe only way to truly see this game as it was meant to be in its most accurate and detailed form, is to play at NATIVE 4k or above with TAA on. 720p40 Red Dead Redemption 2 settings Configuration Mostly tested in the benchmark and a little bit of the first town, as my pc save file is very early. It's really a shame but it is what it is. It comes with all those flaws and faults. It seems obvious but DLSS isn't using their TAA method in conjunction with Nvidia's technique so you are effectively taking that blank slate without TAA and upscaling it. ![]() ![]() ![]() If you tried playing the PC version without TAA, no matter how high of a resolution you go (I've tried effectively 10k using 4xDSR on a 1440p monitor and 200% resolution scaling in-game stacked on top) object pop in, shadow flicker, and other issues will be present. They use a dithered checkerboard technique for transparent objects (leaves, bushes, grass, hair, beards and, most importantly, object LOD transitions) that when combined with their TAA, it fills in the blanks and fleshes out the object. Rockstar implemented TAA natively into the engine and all the art assets with transparencies kind of expect their TAA to be active to render it properly. Technically speaking, the DLSS results are not accurate. ![]()
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