We first revealed this text on the tail-end of October 2018, however having revisited the content material, it is simply as related then because it was now. We kicked off by speaking concerning the PC rendering API that will probably be used. While this – and different PC enhancements – have but to be confirmed, the reveal of the sport arriving on Stadia confirms that someplace a minimum of, a Vulkan-enabled rendition of the sport exists, and should properly come to customers. We’ll replace once we study extra.
Will Red Dead Redemption 2 obtain a PC model, and in that case, what sort of visible upgrades might Rockstar ship? The fact is that the present console variations already possess high-end strategies typically reserved for high-end PC GPUs, so on the face of it, the choices appear restricted. And let’s do not forget that Rockstar hasn’t truly confirmed any PC model in any respect – although an information dump of the RDR2 cell companion app appears extremely indicative.
With that stated, it is truthful to say that if a PC model does seem, prior Rockstar releases counsel that the developer will take the effort and time to get probably the most out of the extra highly effective know-how – and that begins with the rendering API. Grand Theft Auto 4, Max Payne 3 and the splendidly late port of GTA5 all stood head and shoulders above the console counterparts. Sure, GTA4 nonetheless has points with attaining larger frame-rates, however their graphical function set and scalability normally is fantastic. Common to all of those releases are Rockstar’s utilisation of what was then the newest rendering API. GTA4 didn’t help DirectX 10, however each Max Payne 3 and GTA5 utilise DX11 – with each the video games scaling somewhat properly, with multi-core CPUs permitting you to realize desired excessive frame-rates.
The companion app knowledge dump solely suggests DX11 help, however DX12 or Vulkan might dramatically decrease rasterisation prices, or allow a better range and scales of onscreen objects at any time. Famously, GTA5 on Xbox One and PS4 had close to equal settings for vegetation element within the distance. But on PC, you would actually pump up the values, dramatically growing the quantity of element into the space – the price right here being a terrific rise in CPU utilisation, one thing a lower-level API might tackle. As issues stand, the console variations of RDR2 have already got some nice degree of element distances and degree of element transitions – however PC might ship a lot enchancment right here, with lush grass pushed out kilometres from the digital camera even – all with little CPU overhead compared to a would-be DX11 model of the sport.
Anti-aliasing can be an space of Red Dead 2 that is ripe for enchancment. There’s a reliable however aggressive type of temporal anti-aliasing, with some post-process sharpening. The companion app knowledge dump discusses TAA and FXAA graphics choices together with ‘SAA’, which is a brand new one on us – (probably SSAA – super-sampling?). The RAGE engine has held on to multi-sampling anti-aliasing help – MSAA – longer than most engines, even delivering help in a posh renderer like GTA5’s. The companion app knowledge dump means that MSAA could have been retired, but when it hasn’t, it might have constructive results like aiding common stability and element of geometric edges and doubtlessly enhance the standard of transparency results on parts like foliage and hair.
What we might take without any consideration are enhancements frequent to the PC area – elevated decision (although beating Xbox One X’s native 4K can be somewhat excessive – however viable) and frame-rates, with RAGE traditionally supporting unlocked efficiency. And then there’s the matter of anisotropic filtering, which remains to be an space of weak point on consoles. Forced GPU management panel settings or an in-game possibility might dramatically enhance high quality right here on a potential PC model.
Also, there are areas the place consoles do make concessions in decision and constancy of particular results, which might be improved on PC. Take RDR2’s signature volumetric lighting, for instance. It appears nice on the consoles, but it surely’s undoubtedly based mostly on a decrease decision froxel grid, that does introduce some refined artefacts. Being in a position to push that up a notch to extend its temporal stability and tremendous grain accuracy is one thing I’d wholly count on for a PC launch – and it is fairly frequent to search out in lots of different video games which utilise the same method.
Beyond this, we’re reaching unexplored nation right here because the often issues we count on to see in a PC launch are the truth is already within the console variations. Per-object movement blur is one thing reserved at occasions just for PC releases, but it surely’s current and proper in all console variations of RDR2. PlayStation and Xbox additionally help contact hardening shadows, one thing which was solely current as a high-end function in GTA5’s PC model. There could also be potential scope of enhancing the variety of shadow-casting lights, however that is already very excessive on the console model – which is attention-grabbing given the time interval the sport takes place in and the assumed price of supporting them. The solely space of enchancment might be from including muzzle flash shadows from weapon discharges.
What about elevated ranges of tessellation or unique parallax mapping? Yes, that is viable however the console model might be probably the most parallax occlusion mapped sport we have seen outdoors of outliers discovered on the CryEngine. And that is the first situation dealing with a potential PC model of the sport – the console variations are already pushing boundaries. Even the cloud simulation is simply plain wonderful already on the console builds. So might a possible PC launch push additional in any respect, past just a few further bells and whistles together with arbitrary decision and frame-rate help?
Well, Rockstar does prefer to push on PC and ray tracing might ship one thing somewhat particular, particularly because the studio has a historical past of collaborating with Nvidia on vendor-specific options. But how precisely would ray tracing be utilized in sport like Red Dead Redemption 2? Here I feel we’d like solely look to different video games to see which implementation can be the most effective match. So, for instance, the reflectivity strategy in Battlefield 5 would not be such an excellent match: Rockstar’s open world is largely crammed with pure natural supplies, in spite of everything. Lacking numerous massive scale metallic or plastic buildings, ray traced reflections wouldn’t profit the picture as a lot as it will in video games that happen sooner or later or with extra man-made buildings. Those areas the place it will assist – resembling on water surfaces or within the case of mirrors – are both restricted in scope and lined beneath different methods.
Shadow of the Tomb Raider RTX focuses completely on shadow help utilizing ray tracing, however the sport already has many shadow casting lights and it additionally has a type of contact hardening shadows – so the most important space of enchancment can be for small shadow particulars the place slight inaccuracies pop up. In brief, this could be a large waste of sources for the visible return. Really although, it is all about international illumination and that is the place ray-tracing might be a game-changer.
Looking on the artwork of the sport and the emphasis on pure terrain and landscapes, I couldn’t assist however consider Metro Exodus, which utilises ray tracing to generate very correct large-scale bounce lighting from the solar and sky, and the convincing ambient occlusion and oblique shadows that occur because of that. Looking at Red Dead Redemption, that is the first type of lighting within the sport – you might be very hardly ever in a very enclosed space devoid of pure lighting. While the sport already makes use of some type of baked oblique lighting, it’s static and lacks the tremendous grain constancy that ray tracing might provide as a substitute.
While outside rendering at present has a light-weight hue of bounce mild, it lacks locality, the place areas hit by solar mild don’t instantly forged bounce mild into the areas of shade round them. Here, I can readily think about that Rockstar would see this as the most important win for visuals had been they to benefit from the hybrid ray tracing know-how Nvidia has delivered. Ray traced international illumination would repair each inconsistency and supply some genuinely wonderful moments.
Beyond that, we transfer into want listing territory. First of all, clearly, we might truly like the sport to return out on PC, when clearly the primary sport did not. The companion app knowledge dump is indicative that some sort of PC model could exist, but it surely’s clearly not a lock. However, the existence of Red Dead Online and the unimaginable reputation of its PC counterpart in GTA5 does make the probability of a port sooner or later extremely doubtless.
We’d additionally prefer to see a a lot better consumer interface and usefulness/accessibly choices on the entrance finish – one thing that does not hit the goal on the PC model of GTA5. It registers in an odd method, it solely permits you to edit fields after having clicked them, and has you trying to find the very best preset and by accident going previous it. On high of that, it steadily requires lengthy restarts, it has no preview textual content or photographs to explain the modifications you have made, and it runs at a cool 30fps for some purpose (which regularly appears a lot worse) when not in sport. Hopefully Rockstar can check out Ubisoft’s menu system for its PC titles, which addresses many of those points.
As for the companion app knowledge dump, there are additional hints in there of key PC options – together with Oculus Rift help. But to what extent the information right here truly factors to real-world options is one other matter completely, and will merely spotlight a few of the inner testing Rockstar is finishing up. The truth that a PC model of some description exists in any respect is not any smoking gun for an precise launch both – we’re conscious of first-party builders who preserve a PC model for testing and potential ports to different platforms. And there are some attention-grabbing legacy objects within the dump too, together with Nvidia TXAA help, which does appear considerably superfluous with Rockstar’s personal TAA within the combine – and is reliant on MSAA anyway, which appears to have been lower.
Based on the timing of earlier Rockstar PC variations, the probabilities are that we now have a protracted wait forward of us for the arrival of any port – and whereas the stability of likelihoods suggests it is coming, to what extent the developer can dramatically enhance on an already glorious Xbox One X port past frame-rate is the true query right here. The ray traced international illumination we have seen in Metro Exodus by way of Nvidia RTX might be a real game-changer although – and it will be fascinating to see to what prolonged distance rendering might enhance and even rework an already gorgeous open world.