#▫️RDR1 & Undead Nightmare

1 messages · Page 2 of 1

echo hazel
#

GPU limited: GPU sits at 99%
CPU limited: one core sits at ~90%+ usage all the time
So it only leaves the system RAM

nimble grotto
#

if you lower your cpu clock speed, the fps is lower

#

is that considered a cpu bottomneck ?

echo hazel
#

Not necessarily I would say. If the CPU becomes the constraining factor then yes. A single core's usage not being at close 100% means that there are issues somewhere else.

nimble grotto
#

this is exactly how RDR1 bahaves

echo hazel
#

I knew you would make this argument

nimble grotto
#

if i can get more fps with higher cpu clock speed, i would still consider it a cpu bottomneck

#

but you can call it engine limitation or whatever

echo hazel
#

51/58 = 0.88
121/147 = 0.82

nimble grotto
#

the fps is kinda bouncing a bit

#

its 124/145 btw

#

roughly matched

#

but i know what you mean

#

i do not disagree with you, but thats my definition of cpu bottomneck

#

maybe we call it a cpu scaling issue

#

that should make more sense

echo hazel
#

No publication has benchmarked this game properly yet. I bet a 7800X3D would run this game a lot better than any non 3D vcache CPU

nimble grotto
#

maybe

#

7800x3d doesnt do well in some old engines, but still need to be tested

potent timber
#

This is brilliant; you're just changing the whole definition of CPU-bottleneck just to be able to say you're still right about it. Interesting....

nimble grotto
#

go watch this video

potent timber
#

To avoid spreading misinformation; this is definitely not a CPU-bottleneck (for reasons Lilium explained) and most likely indeed a memory speed/memory bus speed issue.

potent timber
nimble grotto
#

go watch it

potent timber
#

Please explain why that validates your opinion. Not gonna watch a 35 minute video man haha

nimble grotto
#

then we do not talk

#

just block me

potent timber
#

"Can you please explain instead of making me watch a 35 minute video?" --> "I refuse to talk, just block me" 🤣

nimble grotto
#

luckily someone make a TLDR for you

potent timber
# nimble grotto

But me and Lilium weren't talking about overall CPU-usage (which indeed can be hugely misleading, you're fully right on that), but per core usage. Per core usage actually says a loooot more and can be actually a measurement of a CPU-bottleneck

#

As you can easily see if a game might be very single-threaded and having one or more cores locked at high percentage of usage while the other cores aren't much utilized at all. That shows a typical CPU-bottleneck in my view. Also how DF always shows it.

potent timber
potent timber
# nimble grotto

Btw, now noticing this post has some weirdness though; GPU usage below 100% doesn't per se indicated a GPU bottleneck of course, then likely something else is the bottleneck. But it is indeed making my same argument as how single-threaded performance could be a CPU-bottleneck that is causing the GPU to be underutilized.

nimble grotto
#

i think the problem is that this game cant even utilize one threads enough

#

like always below 50%

potent timber
nimble grotto
#

the callisto protocol has same behavior when it came out

#

check the ryzen 3600 per core usage

#

DF still call it cpu limited

echo hazel
nimble grotto
#

it should be unknow

#

games can never use 100% of your cpu

#

except shader compilation

echo hazel
#

In layman terms: it's a CPU bottleneck
In non layman terms: it's not

nimble grotto
#

in my terms if you can get more fps by increasing your cpu clock speed, it is cpu limited

potent timber
# nimble grotto

in the video I see on both sides one core being more heavily utilized up to 70% or so... still seems like a CPU-limit indeed or maybe something else. The numbers are not totally clear on this here to be honest.

nimble grotto
#

maybe just call it bad opitimization

potent timber
nimble grotto
#

you should get 100% or 99% gpu usage on a igpu

echo hazel
nimble grotto
#

i definitely will

#

like if you go single channel memory, you lose performace when not gpu limited for sure

#

but as i said earlier

potent timber
nimble grotto
#

this is the case whether you consider out of vram is gpu limited

#

vram speed will afffect gpu performance

potent timber
#

as it is part of the GPU itself, fundamentally

nimble grotto
#

ram speed will affact cpu performance

potent timber
#

RAM speed != VRAM speed

nimble grotto
#

thats where things goes controversial

#

my bad

#

typo

potent timber
#

idk, your definitions are seemingly a bit different than what is widely accepted apparently, causing this whole discussion

nimble grotto
#

ram is not a part of the cpu itselt

potent timber
#

VRAM is

nimble grotto
#

like if you run out of system memory and lose performance

potent timber
#

VRAM != RAM

nimble grotto
#

it isnt a cpu bottleneck for sure

#

but when you run out of vram it is gpu bottleneck right ?

potent timber
#

if you have fully utilized VRAM then yes, no CPU-bottleneck

nimble grotto
#

i know what you mean then

vocal vector
#

You could have said the game is single core limited

#

and yes that is a cpu bottleneck in a way as far as I understand things

#

and yes, GTA IV is the same way, running the game with DXVK eliminates some of this as it makes the game utilize the GPU more

potent timber
#

Ow wait, you meant Callisto

vocal vector
#

ill be honest

#

the game ( rdr1) runs well enough I think that even if something is limited it doesnt really matter

#

its not like gta iv where teh game wont even hit 144 fps on the newest and bestest hardware due to cpu shinenigans when u go out on the street

#

but that is of course a DX9 game

nimble grotto
#

yeah, if gta4 is dx12, should be much better

#

rdr1 runs fine on mordern hardware

#

still too demanding for a 14 years old game if you ask me

#

but gta4 is another story, it runs poorly on the lastet hardware without mods/tweaks

static basin
#

I mean I did that for durante's game (ys10) and posted my mod

and I got tons of happy comments like "ty, I was going to give up on the hdr but I found your mod"

#

but I didnt post on reddit, I posted on the steam forums

potent timber
#

But yeah, could run better... who knows, maybe they'll patch it up a bit to overcome this limitation? The same team released post-launch patches for the console-versions, so...

#

There is hope

mossy hare
#

Someone should try PresentMon to look at the CPU busy/GPU busy results
I think SK has that too, unless it doesn't work on this game

mossy hare
potent timber
potent timber
#

See: #1293211621715345428 message

#

All based on #1293211621715345428 message

mossy hare
#

It really depends on your definition of what is an CPU bottleneck, but I've seen Lilium already clarified that
I don't think polly is entirely out of line calling it a CPU bottleneck

#

Hence why I think CPU busy graph would clarify this (maybe?)

potent timber
#

So, if polly25's image shows core utilization that is most often similar to what it shows in the image he provided, everything me and lilium said should be true

mossy hare
#

It's an argument over the semantics anyway

potent timber
potent timber
#

But yeah, I'm going on far too long about this

mossy hare
#

Yeah I'm not seeing a single CPU core being hammered in the screenshots he posted

#

So who knows

potent timber
#

You can take yourself as an example haha, as when someone like polly says something that is likely not true, but says it often enough, people will assume it to be true

#

Hence I argued against it to prevent that, but always a hard time finding a good balance if I'm honest

mossy hare
#

I think the problem here is that the game simply doesn't utilize the resources available, but it is an X360 game at it's core, it's probably the best they could do with the old code

mossy hare
# vocal vector and yes, GTA IV is the same way, running the game with DXVK eliminates some of t...

The way DXVK makes the games run better on widows continue to be baffling to me
Like, old DX9 game like GTA4 I can understand, but what about the modern unreal engine stuff
Here's some videos of FF7 remake I've recorded the other day for the twitter argument, Vulcan conversion layer smokes the native DX12 implementation in terms of frametimes
https://youtu.be/4qNut3dRUSo
https://youtu.be/H_jV_n7cxRg

potent timber
#

#1293211621715345428 message Could be the actual reason. That one resource is completely utilized (memory speed), bottlenecking all others, like GPU, CPU, HDD/SSD speed etc.

mossy hare
#

Could be

potent timber
#

Curious if DF is able to give us more clarity about this when their analysis comes out. Alex said in the DF Weekly that he is looking into it.

#

I mean into the game, not this specific issue

echo hazel
mossy hare
echo hazel
#

Wonder how much difference there is between vkd3d for dx12 and DXVK for dx11

mossy hare
#

does vkd3d work on windows?

#

native DX11 runs even worse than DX12

echo hazel
mossy hare
#

hmmm

echo hazel
mossy hare
#

Well I guess I know what I'm doing today

#

I will never finish GoWR 😅

echo hazel
#

GCN had async compute on the consoles since PS4 gen. Nvidia got it the first time with RTX 2000 series.
It was a console exclusive feature for a while

#

Only dx12 and Vulkan support it

mossy hare
#

Yeah but is async compute related to the smoother frame times?

#

or is it just multithreading?

mossy hare
echo hazel
echo hazel
mossy hare
#

so the game on PC doesn't use async compute despite being an dx12 app, and DXVK/Vulcan forces it?

#

Am I getting this right?

mossy hare
echo hazel
#

also dx12 and vulkan requires devs to write a driver basically

echo hazel
mossy hare
#

The worst part is that Rebirth apparently makes a heavy use of the mesh shaders, so DXVK probably won't be an option for that one

echo hazel
#

yeah I think mesh shaders are not a thing in dx11

echo hazel
crimson ocean
#

Btw. Going back to the menu from the game actual reboots the executable. Crazy 😅

wicked marlin
#

I'm just gonna wait until all the main characters get the same treatment

vocal vector
#

I never saw a huge benefit for simple upscaled texture personally

wicked marlin
#

maybe look at the difference there

#

not all AI upscales are created equal

potent timber
#

I think the main problem of the game is low poly count of some models. Increasing the texture quality might only make this issue more noticeable

mighty palm
#

i'd rather wait for a project that touches up everything, yeah

#

from what i see of the coverphoto that doesn't look like a bad upscale either way

wicked marlin
wintry zinc
#

The character models don’t seem bad poly wise

#

So the ai upscales seem good

wicked marlin
#

They aren't, it's the terrible low res and poorly compressed textures

#

They should have gone back to their archives to use the source textures before htey got downscaled and compresed, for the new console and PC release

potent timber
potent timber
wicked marlin
#

installing some mods on this game is a total pain in the ass

#

esspecially texture mods

#

you have to extract game archives and repack them, browse directories manually

potent timber
#

Works that way for almost all RAGE games. That's what OpenIV was often used for.

crimson ocean
#

you can express the same concept without being aggressive.

wicked marlin
#

saying that a notion is ridiculous is tantamount to being aggressive?

crimson ocean
wicked marlin
#

I don't agree with what you're claiming, but have it your way.

crimson ocean
vocal vector
#

https://github.com/ThirteenAG/WidescreenFixesPack/releases/tag/rdr

Make sure you have the universal asi leader in the form of dinput8.dll (comes packaged with the linked fusionfix)
Create an UPDATE/GAME folder in your  main RDR directory, put the updated game files there (like content.rpf, etc) these updated files will be loaded over the game's base files.
#

at least this way you dont have to worry about reinstalling your game if u mess up anything

#

and using magic RDR is pretty easy its basically a winrar like utility

#

And about AI upscales in general I just don't see that much reason to update 1 or 2 characters and leave the rest low res, either upscale a bunch of things so the lower res assets dont stand out or just dont upscale at all.

#

Plus RAGE engine games always have very weird internal memory optimization issues after you add a certain number of extra assets. Normally in the form of spawn issues or certain parts of the maps stop loading in (like seen with gta iv). Only the future will tell what limitation we will find with RDR1

wicked marlin
wintry zinc
#

Cause you have to have a duplicate of the entire packed file

vocal vector
#

rdr 2 only has lennys mod loader for now and that doesnt require duplicates of packed files

#

every file u put in lml essentially ''replaces'' or gets streamed into the game instead of the original

wicked marlin
#

RDR2 is so unstable if you install some texture replacements

#

I had to do an insane amount of "downsizing" of the mods I had installed to just a few to stop it being a crashfest

vocal vector
#

im kind of an expernt in RDR2 modding boundaries now

#

so if uhave crashes I i can help

#

usually caused by some bad .asi mods

#

most of the time, anyway

wintry zinc
#

I would still get some bugs with the online content unlockers that people would say are fixed

#

Like not being able to donate to homeless people

vocal vector
#

yea those were ironed out I think a few months back

#

those bugs

wintry zinc
#

Is there a preferred online content unlocker

vocal vector
#

yea the one that is called 'online content unlocker'

#

the other one is version.dll - do not use that

#

also do not use WHYEM's DLC

#

which is a propular clothing mod but wil lalways cause huge issues like trains not spawning/ trains spawning without any passengers, reduced wildlife spawns

#

also do not use JOBS expanded or bounties expansion mods as those are guaranteed to crash your game

#

other mods that will guaranteed to crash your game is the old back holster's mod wich replaces some rifle strap .ydr files

#

that will crash your game after 15m or so

#

there is a newer alternative that replaces some talismans if you really want to have back rifle holsters for some reason

wicked marlin
#

is DX12 still unstable with texture replacements

vocal vector
#

DX12 had some missing effects for me like the oil spread underwater in the contaminated lake near the mine

#

Vulkan fixes that and gives better performance (5-8 fps usually)

#

but I wouldnt say DX12 by itself is worse with texture mods

#

I just simply wouldnt use any upscaled textures in RDR2

#

so redundant and again, internal memory of the game cant handle it because of current lml limitations, which basically streams the added files on top of the files

wicked marlin
#

there was one or two mods that make a noticeable improvement, specifically with really low res environment textures

#

and one mod which simply fixes textures using low res variants of stuff that exists in higher res

vocal vector
#

yes high res texture unlockers are fine

#

but ones that add like 2gb of assets

#

-no

wicked marlin
#

they also crashes in vulkan for me

#

just less maybe

vocal vector
#

crashes are never good

#

it takes time to figure out what makes u crash

#

basically u should never really crash even when modded

#

maybe if u are doing specific missions specific mods could cause a crash

#

but if u are crashing just in the open world that is not great

#

I spent teh past month actively modding RDR2, figuring out crashes, merging mods

#

im planning to do sort of a tutorial for it thats why am doing this

wicked marlin
#

I'll read it

#

for next playthrough

vocal vector
#

READ?

wicked marlin
#

or watch

#

whatever

vocal vector
#

yea aint nobody got time to read

umbral cradle
# wicked marlin https://www.nexusmods.com/reddeadredemption/mods/243?tab=description

I'm currently using this and trying it out, so far it looks really good tbh https://www.nexusmods.com/reddeadredemption/mods/219?tab=description

Nexus Mods :: Red Dead Redemption

Reality Redemption aims to improve the visual fidelity of this game with better textures, models, and weather cycles, fixing continuity errors, as well as improving its gameplay elements for a more fl

wicked marlin
#

most of the retextures in it don't look very good but I like the rest

#

I was using it when I briefly played the game on emulator

umbral cradle
#

its my first time playing with it rn

#

and its not the best but i def prefer it over the vanilla textures

#

hows the hdr in this game, i havent checked it with lilliums shaders or anything yet

#

i hate the sliders not showing any numbers tho lol

wicked marlin
#

it's SDR in HDR container

umbral cradle
#

better to use sk hdr than the native one ?

wicked marlin
#

no

#

just have to be conservative with the sliders

umbral cradle
#

i just set them up using the ingame picture examples i guess, havent really had a different choice

wicked marlin
#

so GTA V on PC might be finally getting the ray tracing added to consoles years ago

#

next month

#

the news post from Rockstar is vague but seems like it's hinting this

vocal vector
#

cool stuff

#

along with online animals coming ::D

potent timber
wicked marlin
#

it's vague so it can go either way

potent timber
#

Well, as they only mention "the features of GTA Online", I suspect it sadly will go as I said 😦

wintry zinc
#

For those that are unaware, the Expanded and Enhanced version of GTA 5 (which is just what the PS5 and Xbox Series versions are called) added a bunch of content that has remained exclusive, such as Hao's Special Works, Premium Test Ride, Career Build and Progress, and a bunch of different vehicles.

#

oof might just be those

potent timber
#

idk really honestly, not familiar with GTA Online

wintry zinc
#

ya i dont play online either

vocal vector
#

only children play GTAO in my experience

#

last time I played it was back on PS3

#

I imagine its the worst thing ever on PC due to all the mod menu users

sharp sphinx
#

Last time I played GTAO hackers dropped cash for hours and I bought everything

#

Then I used the orbital laser to blow up like 12 people that were doing a car showcase

mighty palm
#

They’ve supposedly been working on E&E for the PC

#

so

#

I’d hope, but we’ll see.

#

it’s also been so long that I’m not sure I am remembering that right lmao

mighty palm
#

expanded and enhanced. that's the uhh. PS5/xbox whatever remaster for GTA

wicked marlin
#

there were references found in update files pertaining to RT on PC almost a year ago

mighty palm
#

yeah i thought i remembered that

potent timber
#

Here is to hoping they will bring RT to PC 🍺

mighty palm
#

so, does anyone

#

get terrible stutter?

#

like it just drops in FPS immensely depending on where im looking

#

its very grating and id love to play it without that being an issue

#

im playing at 120 FPS so idk if that's the FPS cap thing coming into play

vocal vector
#

no

#

only in cutscenes

crimson ocean
#

I think this game looks wonderful with PumboAdvancedAutoHDR
It's the perfect fit for it. Fake HDR, with a good bit depth already.

#

Inverse tonemapping can also look good if u are crazy enough

crimson ocean
#

so basically I run AutoHDR within the native HDR buffer

#

kinda like how we use PumboAutoHDR on DXVK

stone isle
#

May I ask about your exact settings?

crimson ocean
sturdy marsh
#

How to jump to the very top of this thread?

potent timber
#

Scroll up

#

Very fast

#

Or click on this: #1293211621715345428 message

mossy hare
#

There is also "jump to top" arrow near the pins and member list icon
at least on desktop browser

crimson ocean
#

I make sure the default values of anything I make are already good 😄

nimble grotto
#

stock setting does look already good enough

crimson ocean
#

Set the HDR brightness to minimum in the game, and the input HDR white level to 100 in my ReShade.

crimson ocean
#

Set it to auto.

#

I don't think there's a gamma mismatch in this game so it doesn't require fixing

crimson ocean
#

#🖼️hdr-screenshots message

nimble grotto
crimson ocean
nimble grotto
#

i use the autohdr addon from reshade

crimson ocean
vocal vector
#

but Pumbo's is ADVANCED autoHDR

#

so u know is better

crimson ocean
#

https://youtu.be/fKt43cqGq_0
Fake HDR exposed!

We've been waiting many, many years for Red Dead Redemption to get the PC port it deserves, but launcher issues and minor bugs apart, developer Double Eleven has delivered a very good version of the game for PC users, with rich options, impressive features and the ability to scale the game significantly beyond the PlayStation 5 version. Alex has...

▶ Play video
wicked marlin
#

in that game it's only the cinematic setting that is fake technically

wintry zinc
#

guess he meant rdr2 on launch

#

but that was also mismatched gamma

#

and still 8 bit

#

this is definitely better

#

and rdr2 has fucked up ui blending too

wicked marlin
wintry zinc
#

ya

#

its the same here

wicked marlin
#

that held true for like a month or two until they patched it

#

and on the initial console release

wintry zinc
#

i think it was several months

#

dont recall

wicked marlin
#

on PC we had Game HDR from day 1

wintry zinc
#

ah true

#

at least there's a separate ui brightness slider here so you can use inverse tonemapping without a super bright UI

nimble grotto
#

so it does look different from the console verision ?

#

i dont remember how the xbox360 version looks though, that should be the "original version"

echo hazel
#

Musa did you ever check what gamma that shader was set to in SDR?

#

iirc you mentioned it being gamma 2.35 in HDR

wintry zinc
#

that shader i sent ends with 1/2.2

wintry zinc
#

like 2.25 or something

wintry zinc
echo hazel
#

ok I probably misremembered then

nimble grotto
echo hazel
#

here that one
the gamma is a variable here

wintry zinc
#

the 1/2.2 was at the end of the postfx shader

echo hazel
nimble grotto
#

the xbox360 version of the Vanquish is much darker than any other version iirc

nimble grotto
wintry zinc
shrewd lotus
#
float _171 = BrightPassValues.z;
  float _172 = _93 + 0.001;
  float _173 = _171 / _172;

  float _174 = _167 * _173;
  float _175 = _168 * _173;
  float _176 = _169 * _173;

  float _178 = White;
  float _179 = _174 / _178;
  float _180 = _175 / _178;
  float _181 = _176 / _178;

  float _182 = _179 + 1.000;
  float _183 = _180 + 1.000;
  float _184 = _181 + 1.000;

  float _185 = _182 * _174;
  float _186 = _183 * _175;
  float _187 = _184 * _176;

  float _188 = _174 + 1.000;
  float _189 = _175 + 1.000;
  float _190 = _176 + 1.000;

  float _191 = _185 / _188;
  float _192 = _186 / _189;
  float _193 = _187 / _190;

  float _194 = _191 + _52;
  float _195 = _192 + _53;
  float _196 = _193 + _54;

  float _198 = ConstAdd.x;
  float _199 = ConstAdd.y;
  float _200 = ConstAdd.z;

  float _201 = _194 + _198;
  float _202 = _195 + _199;
  float _203 = _196 + _200;

looks reinhard-like

shrewd lotus
#
float scale = BrightPassValues.z / (ClampedLuminance + 0.001);
float3 color = float3(_167, _168, _169);
// _174_175_176
float3 color_scaled = (color * scale);
// _179_180_181
float3 color_scaled_over_white = color_scaled / White;
// _182_183_184
float3 color_scaled_over_white_plus_1 = color_scaled_over_white + 1.f;
// float3 color_final = (color_scaled_over_white_plus_1 * color_scaled) / (color_scaled + 1.f);
float3 color_final = (((color_scaled / White) + 1.f) * color_scaled) / (color_scaled + 1.f);
#

(x * (x / W + 1)) / (x + 1) i think?

mossy hare
echo hazel
#

the green line should be a straight line from 0,0 to 1,1 if anyone is wondering how it should look 😄

#

comparison against that straight line

crimson ocean
echo hazel
#

no I don't think so

#

the shader called "PS_Apply360Gamma" is just a simple gamma adjust

crimson ocean
#

I know other games did that to look the same between PS3 and XBOX

#

or maybe they changed the look enough that it's not needed anymore

#

maybe they know the target look was always the PC version

#

that was never released

echo hazel
crimson ocean
#

they just take an 8bit source from the game's rendering and send it to the TV

#

I am pretty sure that the only games that would have looked different on xbox 360 are the ones that actually kept R8G8B8A8UNORM_SRGB swapchains

#

which would have linearized or gammified differently on xbox

#

but for normal R8G8B8A8UNORM swapchains, games would have looked identical between xbox360 and PS3

#

most do, in fact, I think.

wintry zinc
#

i recall a lot of xbox games having different gamma in comparison videos, so that would mean a ton of games had those srgb swapchains

#

which would also mean a ton of games are rendering in linear, which I thought was rare in that era

#

or I'm just overestimating how many games did that

#

looks like it has different gamma

#

but it doesn't use srgb swapchain on pc

crimson ocean
#

the different AFAIK would have come from the GPU linearizing color (albedo) textures

#

given they'd be SRGB format but linearize differently during rendering on xbox

#

but the actual tonemapping would have been the same

#

the other theory is that microsoft pushed devs to use a different gamma formula for xbox on output, and devs actually followed, and it didn't look right maybe?

wintry zinc
#

i'm pretty sure I saw 2.2 somewhere in max payne's code on pc

echo hazel
#

The "sRGB" the xbox360 uses is used on render targets

#

XBOX360 is a dx9+dx10 mix. Maybe you could bind sRGB textures as UNORM

shrewd lotus
#

what if the creative intent was hampered by the technology at the time, and not a pure reproduction of what they wanted? it's probably not worth trying to make a game look exactly like it did 10 years ago since those optimizations have noisy tradeoffs

echo hazel
echo hazel
#

The xbox360 gamma is achieved through bit shifts since a LUT is more expensive

wintry zinc
#

when you say 360 is primary platform

#

is that just cause it ran like shit and looked worse on ps3

echo hazel
#

I heard someone say that

#

I think rockstar is a PS first company because of legacy

#

From that Xenia post xbox360 had a 10bit float format. It's 7e3

#

Would explain the "lowly" HDR the game has

echo hazel
echo hazel
#

The problem with the PC port imho is that it does not look like PS3/4/5 and xbox360

native stag
#

So what's the way to get good HDR in this

crimson ocean
native stag
#

@crimson ocean is the in-game HDR option toggled off or on however

wintry zinc
#

On

#

Set the game brightness slider to lowest

#

That’s 100 nits

#

The input hdr white level is supposed to match that

native stag
wintry zinc
#

The ui slider is also controlled by game brightness

#

It’s really dumb

#

So you just have to increase ui brightness slider

#

Also the output white point can be controlled by pumboautohdr

#

You can also increase brightness slider in game and set input white level in pumboautohdr to the corresponding value

#

Just read the tooltips

wheat flower
#

can look quite nice with mods
Reality Redemption + E3FX Next Gen Reshade for Red Dead Redemption and Reality Redemption

vocal vector
#

looks good

#

except for the upscaling or whatever gpu artifacts on Marston's clothing

wheat flower
#

Need to get liliums HDR CAS in there

wheat flower
mighty palm
#

where you do download E3FX?

wheat flower
#

Nexus

sturdy marsh
#

So at the very top yeah. The original comment.
That should be the place for updated summary of how the hdr is any issues fix etc.
Coz there’s no pins, no way to search. So everyone can easily know state of hdr on latest patch

native stag
#

There is a pin for the settings

stone isle
#

Does anyone have an idea why reshade can't load the REST addon for me? In other games without problems.

native stag
#

Looks good with Pumbo Wumbo's settings. The sunlight/bloom is a little RADIATED but that's a look games of this generation often had anyway lol

sturdy marsh
mossy hare
wintry zinc
native stag
#

To Musa or not to Musa, that is the question

wintry zinc
wicked marlin
#

quite good upscale

crimson ocean
wicked marlin
#

seems like it does

#

there is also this one

#

don't know which one is better

#

but the first includes more textures

#

there is also a few mods that upscale props

sturdy marsh
vocal vector
#

I didnt realize he actually uploaded it to nexus yet

lilac basalt
#

Still such a great game

vocal vector
#

once a great game always a great game