Red Dead Redemption 2


I love this guy, really helpful and clear in how he describes things...was a great help when buying my TV.

Such a shame HDR is broken...would be nice to get something from Rockstar regarding if they will work on a fix, this game is begging for HDR!
 
the saloon needs this music



tumblr_nnamzjfDIz1qfr6udo1_500.gif
 
Why ? Xbox One X runs this title at 4k already. So with at least twice the GPU power, a lot more CPU power, and maybe more than twice the ram at higher bandwidth, how could they fail to impress ?

It will looks like a high end PC version of RDR2 for example... We will not have resolution improvement and with GPU non micropolygon friendly, the number of polygon will not increase. With Mesh Shader/Primitive shader we will find new way to improve occlusion culling do things more cleverly but the improvement will looks less impressive than between Read Dead Revolver and Red dead Revolver 2...
 
Sure you can, I can't praise it enough. :yes: I'm only take issue with your claim of RDR2's animation as "That’s next gen" when Uncharted 4 was doing this, and more, two-and-half-years ago without fixed-animation lengthsy. Some of this dynamic animation reaction to objects was in The Last of Us. That's literally last gen :yes:

Because something is new to you, does not make it new. :nope:
Fair enough, i wasn't much on the console scene until now. Never played any Sony exclusives. I think it's impressive for something like catching an object mid stream as a non cutscene. If you can link me something similar that would be cool, I've only seen TLOU2 and felt that was the only other one that is doing the same type of thing.
 
Well I haven't had that happen but I'm never galloping in cinematic mode, usually a fast trot. It doesn't seem to adjust their direction when there's oncoming riders or wagons until they're fairly close.
 
About HDR, I honestly doubt they managed a highly dynamic open world with TOD and all without a reasonably robust PBR pipeline. I doubt they can get lighting this natural looking without the engine operating with reasonably high dynamic ranges already. Hell, I'd bet GTA V was already somewhat PBRish and HDRish on PS360. I believe, for a game like this, outputting HDR doesn't require that much work on content side. At least not with assets. Maybe it's about carefully ajusted camera settings like exposition and color grading. But their lighting values and materials must certainly have some leeway as it is already, come on.
 
About HDR, I honestly doubt they managed a highly dynamic open world with TOD and all without a reasonably robust PBR pipeline. I doubt they can get lighting this natural looking without the engine operating with reasonably high dynamic ranges already. Hell, I'd bet GTA V was already somewhat PBRish and HDRish on PS360. I believe, for a game like this, outputting HDR doesn't require that much work on content side. At least not with assets. Maybe it's about carefully ajusted camera settings like exposition and color grading. But their lighting values and materials must certainly have some leeway as it is already, come on.

My thoughts exactly.
 
About HDR, I honestly doubt they managed a highly dynamic open world with TOD and all without a reasonably robust PBR pipeline.

Their engine is more than capable, what they may not have is all their assets calibrated for HDR output. If Rockstar started significant asset creation early on and weren't thinking of HDR, that's a pretty monumental problem right there. And who was thinking about HDR back in 2011 when development began?
 
Last edited by a moderator:
Would you though? They’d have to rework the range for sunlight. One light. Then they’d have to do the same for all different types of light (not each individual light one by one). Sure it’s more work, but I really don’t think it’s as much as you think.

Not that simple. If you use PBR in your game you also have to adjust ALL of your PBR assets to take into account the difference between HDR and non HDR.

http://damart3d.blogspot.com/2016/12/hdr-vs-ldr-image-based-lighting.html

Has a simple example of LDR versus HDR and why you can't just switch from one to the other without your artists also taking it into account for every single thing in the world.

Actually thinking about it, you probably to do it regardless, even if you aren't using PBR.

For a game as large as RDR2, that isn't something you can do on a whim after the game has been in development for multiple years.

Regards,
SB
 
Last edited:
But in a game with dynamic time of day, dynamic exposure, and the wide range of lighting conditions all fitting so well together, I'm betting their assets are all pretty damn well calibrated as is. This game almost certainly already IS in HDR internally. At least to some extent.
 
And who was thinking about HDR back in 2011 when development began?

Kojima's team, for one, which started developing the FOX engine after MGS4 shipped, all based on a linear HDR PBR pipeline, for the purpose of simplifying development. And based on the fact GTAV is the only game that can match MGSV lighting on ps360 gen, I believe rockstar also started studying that approach back then as well.
The cobcept of PBR HDR rendering long predates the ability to display the rendered frame at a higher range, and there are a thousand other much bigger benefits of designing your engine and art pipeline around that beside supporting HDR displays. That is the reason games were able to adopt HDR display output so fast, because they had already been laying down the groundwork for years. And judging by the looks of RDR2, regardless of how early it's development had started, they seem to have done their homework better than most in that regards.
 
And judging by the looks of RDR2, regardless of how early it's development had started, they seem to have done their homework better than most in that regards.

And yet here we are, looking at the worst HDR implementation in a AAA title to date. :???:
 
And yet here we are, looking at the worst HDR implementation in a AAA title to date. :???:
I think given how late the game was already, they focused on getting the LDR game out, sure. There certainly is work required to get the proper HDR output working right. What I'm saying is I believe they don't need to overhaul all their content and assets for it. Maybe just tweak their color grading and post fx.
 
And yet here we are, looking at the worst HDR implementation in a AAA title to date. :???:

I wouldn't even call it HDR.

Red Dead Redemption 2's HDR support seems to serve no real purpose
Based on the video output of Xbox One X, the output is clearly derived from the SDR image and is not actually rendered with any kind of high dynamic range. Yes, we can hit a max 500 nits, but this is with the HDR calibration ramped up to the max, artificially boosting peak brightness from what is likely a 100 nit source image. The game's recommended 100 setting for LCD screens would see all of our comparison shots on this page present in a completely monochrome manner, signifying an image that is, effectively, an SDR image.
 
Regarding controls I feel it's much better with the deadzone set to zero and as mentioned in this thread aim acceleration set to full.
 
Back
Top