Red Dead Redemption 2 – Frame Per Second Graphics
Frame Per Second Graphics
These settings reverberate what runs best on MY hardware in addition to may or may non run every bit good on your system.
One work alongside the RDR2 benchmark organization is that the minimum frame charge per unit of measurement rating tin mail away fluctuate greatly from 1 exam to another, fifty-fifty without changing whatsoever settings or altering anything on the computer.
After watching hundreds of runs of the benchmark I bring come upward to the decision that the script is non exact.
I’ve had runs where the horses don’t run inwards the same direction, sometimes people larn run over past times the cart, sometimes the animals are inwards the scene in addition to sometimes not.
Being that each run of the benchmark is slightly different, no ii benchmarks are going to laissez passer on the same exact results.
Following that logic, ii things that create appear pretty fifty-fifty from exam to exam is fastest
frame charge per unit of measurement (hereby listed every bit fps) in addition to average.
Our goal volition live to rest inside sixty on the average fps.
Hardware/Set-up Used
The next is my basic specs, in addition to acre they tin mail away live used every bit a base of operations line, they should inwards no way
be used every bit a goal. If your machine has lesser hardware, create non human face the same results.
In the same token, higher destination software doesn’t ever hateful amend fps every bit this game is every bit good CPU bound.
- Intel i7 6850k (6 Cores alongside 12 threads) runs at 3.6 to 3.6 GHz
32 GB DDR RAM - ASUS ROG Rampage V (10th Anniversary Edition) Motherboard
- Game installed on SSD drive
- Steam installed on SSD drive
- ASUS NVIDIA 1080 GTX (Founders Edition) Graphics Card
- Dedicated Soundblaster PCI sound-card
- LG 24 inch 1080p monitor running 1920×1080 at 60Hz
Software running inwards background:
- Steam Overlay
- RockStar Launcher
- Soundblaster Control Panel
- OneDrive
- OBS (When recording)
Settings to Use
After ii weeks in addition to hundreds of tests, the next settings gave me the greatest frame rate alongside the highest quality.
After the list, I volition listing some settings y'all tin mail away increment that create non appear to alter frame charge per unit of measurement if y'all conduct them individually, but combined may drastically lower your frame rate, in addition to then play to a greater extent than or less alongside those that are listed every bit “0 frame charge per unit of measurement Loss” to run across how far y'all tin mail away force it.
1) First affair to create is nether ADVANCED settings is to alter the locked setting to UNLOCKED in addition to brand certain VULKAN is gear upward for the graphics API.
With DirectX 12 my frames were ofttimes cutting inwards one-half over the Vulkan API.
2) Starting from the peak (After restarting game from changing graphics API inwards measurement 1)
VIDEO
- Resolution: 1920×1080
- Refresh Rate: 60
- Screen Type: Fullscreen
- VSync: ON
- Triple Buffering: ON
- Pause Game on Lost Focus: OFF (Personal Choice)
- Constrain Mouse Pointer: OFF (Personal Choice)
GRAPHICS
- Quality Preset Level: IGNORE every bit it volition demo CUSTOM when done
- Texture Quality: ULTRA
- Anisotropic Filtering: X16
- Lighting Quality: ULTRA
- Global Illumination Quality: High
- Shadow Quality: High
- Far Shadow Quality: High
- Screen Space Ambient Occlusion (SSAO): ULTRA
- Reflection Quality: High
- Mirror Quality: ULTRA
- Water Quality: IGNORE every bit it volition demo CUSTOM when done
- Volumetrics Quality: IGNORE every bit it volition demo CUSTOM when done
- Particle Quality: ULTRA
- Tessellation Quality: ULTRA
- TAA: MEDIUM
- FXAA: OFF
- MSAA: OFF
ADVANCED GRAPHICS
- Advanced Settings: UNLOCKED
- Graphics API: Vulkan
- Near Volumetric Resolution: Medium *(Greatly drops fps if increased)
- Far Volumetric Resolution: Medium
- Volumetric Lighting Quality: High
- Unlocked Volumetric Raymarch Resolution: ON
- Particle Lighting Quality: ULTRA
- Soft Shadows: High
- Grass Shadows: Medium
- Long Shadows: ON
- Full Resolution SSAO: Off
- Water Refraction Quality: Medium
- Water Reflection Quality: High
- Water Physics Quality: Middle Slider Setting *(Greatly drops fps if increased)
- Resolution Scale: Off *(Greatly drops fps if increased)
- TAA Sharpening: FULL on
- Motion Blur: OFF (Personal Choice, no comparable fps difference)
- Reflection MSAA: X2
- Geometry Level of Detail: Middle Slider Setting
- Grass Level of Detail: Middle Slider Setting
- Tree Quality: High
- Parallax Occlusion Mapping Quality: ULTRA
- Decal Quality: ULTRA
- Fur Quality: High
- Tree Tessellation: Off
Final Thoughts/Settings
With the settings I’ve listed I larn a enterprise 55 2nd FPS, sixty to 63 highest FPS, in addition to an average FPS of 59.9
I’ve tried alongside higher settings in addition to I honestly mean value virtually people would live difficult pressed to run across a divergence going alongside higher settings than what I’ve listed.
The next settings when changed past times themselves from higher upward did non appear to alter fps plenty to justify non increasing.
HOWEVER, these were tested 1 past times 1 from higher upward settings in addition to increasing to a greater extent than than 1 of these may outset to acquit upon overall fps substantially.
- Tree Quality High to Ultra: No FPS loss
- Grass Detail from Middle to Max: No FPS loss
- Full res SSAO OFF to ON: No FPS loss
- Grass Shadows Med to High: No FPS loss
- Volumetric Lighting High to Ultra: No FPS loss
- Far volumetric Med to Ultra: No FPS Loss
- Water Refraction Medium to High: No FPS Loss
- Grass in addition to Geometry Detail 3/4 way: No FPS Loss
Do Federal Reserve annotation that time to come patches to the game may or may non alter the effect of these tests.