Red Dead Redemption 2

Red Dead Redemption 2

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Best settings for max fps and decent quality?
I have a 1080, i74950 ish, 16gb ram etc

With most setting on high/ultra with a couple on medium i get around 50 fps. Is there a list from start to finish of what works well that i can just copy please?

I remember from playing before that the game suffered screen tearing and there was a setting to reduce that but i cant remember what it was either.

If someone could provide a list of graphic setting that i could try, i'd be really greatfull.

Coming back off playing Witcher 3 again, seeing the graphics on red dead 23 is a real dissapointment, the game has no texture resolution and everything looks blurry compared to games much older even though i have texture on ultra!
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Showing 1-11 of 11 comments
Doctor3D May 22, 2020 @ 1:58pm 
<?xml version="1.0" encoding="UTF-8"?>

<rage__fwuiSystemSettingsCollection>
<version value="37" />
<configSource>kSettingsConfig_Auto</configSource>
<graphics>
<tessellation>kSettingLevel_High</tessellation>
<shadowQuality>kSettingLevel_High</shadowQuality>
<farShadowQuality>kSettingLevel_High</farShadowQuality>
<reflectionQuality>kSettingLevel_High</reflectionQuality>
<mirrorQuality>kSettingLevel_High</mirrorQuality>
<ssao>kSettingLevel_High</ssao>
<textureQuality>kSettingLevel_Ultra</textureQuality>
<particleQuality>kSettingLevel_Medium</particleQuality>
<waterQuality>kSettingLevel_Custom</waterQuality>
<volumetricsQuality>kSettingLevel_High</volumetricsQuality>
<lightingQuality>kSettingLevel_High</lightingQuality>
<ambientLightingQuality>kSettingLevel_High</ambientLightingQuality>
<anisotropicFiltering value="3" />
<taa>kSettingLevel_Medium</taa>
<fxaaEnabled value="false" />
<msaa value="0" />
<graphicsQualityPreset value="1.000000" />
</graphics>
<advancedGraphics>
<API>kSettingAPI_Vulkan</API>
<locked value="false" />
<asyncComputeEnabled value="false" />
<transferQueuesEnabled value="true" />
<shadowSoftShadows>kSettingLevel_High</shadowSoftShadows>
<motionBlur value="false" />
<motionBlurLimit value="16.000000" />
<particleLightingQuality>kSettingLevel_Medium</particleLightingQuality>
<waterReflectionSSR value="true" />
<waterRefractionQuality>kSettingLevel_High</waterRefractionQuality>
<waterReflectionQuality>kSettingLevel_High</waterReflectionQuality>
<waterSimulationQuality value="3" />
<waterLightingQuality>kSettingLevel_High</waterLightingQuality>
<furDisplayQuality>kSettingLevel_High</furDisplayQuality>
<maxTexUpgradesPerFrame value="5" />
<shadowGrassShadows>kSettingLevel_High</shadowGrassShadows>
<shadowParticleShadows value="true" />
<shadowLongShadows value="false" />
<directionalShadowsAlpha value="false" />
<worldHeightShadowQuality value="0.660000" />
<directionalScreenSpaceShadowQuality value="0.660000" />
<ambientMaskVolumesHighPrecision value="true" />
<scatteringVolumeQuality>kSettingLevel_High</scatteringVolumeQuality>
<volumetricsRaymarchQuality>kSettingLevel_High</volumetricsRaymarchQuality>
<volumetricsLightingQuality>kSettingLevel_High</volumetricsLightingQuality>
<volumetricsRaymarchResolutionUnclamped value="false" />
<terrainShadowQuality>kSettingLevel_High</terrainShadowQuality>
<damageModelsDisabled value="false" />
<decalQuality>kSettingLevel_High</decalQuality>
<ssaoFullScreenEnabled value="false" />
<ssaoType value="0" />
<ssdoSampleCount value="4" />
<ssdoUseDualRadii value="false" />
<ssdoResolution>kSettingLevel_Low</ssdoResolution>
<ssdoTAABlendEnabled value="true" />
<ssroSampleCount value="2" />
<snowGlints value="true" />
<POMQuality>kSettingLevel_High</POMQuality>
<probeRelightEveryFrame value="false" />
<scalingMode>kSettingScale_Mode1o1</scalingMode>
<reflectionMSAA value="0" />
<lodScale value="1.000000" />
<grassLod value="2.500000" />
<pedLodBias value="0.000000" />
<vehicleLodBias value="0.000000" />
<sharpenIntensity value="1.000000" />
<treeQuality>kSettingLevel_High</treeQuality>
<deepsurfaceQuality>kSettingLevel_High</deepsurfaceQuality>
<treeTessellationEnabled value="false" />
</advancedGraphics>

Something like that will do you well - there's a few adjustments you can make depending on how sensitive to anomalies you are - shadows on ULTRA look better in many if not most cases - BUT there are some rather noticeable bugs to the keen eye - particularly after long playtrhoughs - the ultra setting causes the front buffer to somehow 'draw-in' the shadows pixel by pixel on certain surfaces - high just eliminates that from ever happening and gives you a decent boost.

Long shadows is more of a personal preferences - though with ultra shadows if you wish to use them will accelerate the rate at which the shadow map begins to detoriate in quality.

AF can be set to 16x instead of 8x as I have set if you don't notice or care about texure tiling on mountain ranges and water surfaces from an angled distance...I strongly recommend 8x instead though as it actually looks better than 16x from almost every single possible angle in the game..

I'd just use what I posted as a baseline and go up or down from there...

One thing that is pretty safe to put on ultra is "Deepsurfacequaltity" - you can bump that to ultra - but it will make the rate at which tesselation quality detorioates over long playthroughs faster...but most people will probably never even notice this...I'd leave it at high but ultra is a definite improvement especially with wagons ahead of you in areas with mud like valentine..but only for a short while..the 'high' setting is better for longer playthroughs...
Doctor3D May 22, 2020 @ 2:18pm 
Originally posted by Erynar:
https://www.youtube.com/watch?v=385eG1IEZMU

https://www.youtube.com/watch?v=C3xQ33Cq4CE

They never ever show any of the bugs with any settings...I respect that they put out a video and did what they did--but they suggest BROKEN settings...I mean go to the saint denis train yard and put POM on ultra..you'll see a building that has a missing\corrupt floor...

He recommended putting that setting on "Ultra" even though even at the time of that video in that very same town there were black splotches for the shadow maps compared to high or lower..

Rockstar just fixed that area in the last patch - but they didn't fix St Denis building with Ultra POM nor did they fix a filtering problem that occurs with ultra POM - around emeralds ranch area and any place that uses that type of ground texture - it doesn't get a texture filtered properly and appears actually softer..

AND..if you look at the DF video where they try to make PC similar to xbox one X and they show a closeup of POM on ultra vs high\med you can see that it's just a duplicate layer so that the shadow map is darker when light casts on it - it looks WAY worse during the daytime..it was a tacked on setting..

Just using that example alone as a sample - it's clear that hardware unboxed didn't thoroughly or completely look at all the settings and look for any bugs or anomalies and were merely focusing on the word "Ultra" or "High" and whatever performance implications it may or may not have and mayking reccomendations based on that.

Whatever you do -- do not use POM on ultra - it's broke in St Denis -- it doesn't get filtered properly and even if it did - it looks WORSE objectively than the original artist intent.

Several of their settings are not optimal..
Last edited by Doctor3D; May 22, 2020 @ 2:18pm
Adeptus Lebowski May 22, 2020 @ 2:20pm 
Originally posted by doctor3d:
<?xml version="1.0" encoding="UTF-8"?>

<rage__fwuiSystemSettingsCollection>
<version value="37" />
<configSource>kSettingsConfig_Auto</configSource>
<graphics>
<tessellation>kSettingLevel_High</tessellation>
<shadowQuality>kSettingLevel_High</shadowQuality>
<farShadowQuality>kSettingLevel_High</farShadowQuality>
<reflectionQuality>kSettingLevel_High</reflectionQuality>
<mirrorQuality>kSettingLevel_High</mirrorQuality>
<ssao>kSettingLevel_High</ssao>
<textureQuality>kSettingLevel_Ultra</textureQuality>
<particleQuality>kSettingLevel_Medium</particleQuality>
<waterQuality>kSettingLevel_Custom</waterQuality>
<volumetricsQuality>kSettingLevel_High</volumetricsQuality>
<lightingQuality>kSettingLevel_High</lightingQuality>
<ambientLightingQuality>kSettingLevel_High</ambientLightingQuality>
<anisotropicFiltering value="3" />
<taa>kSettingLevel_Medium</taa>
<fxaaEnabled value="false" />
<msaa value="0" />
<graphicsQualityPreset value="1.000000" />
</graphics>
<advancedGraphics>
<API>kSettingAPI_Vulkan</API>
<locked value="false" />
<asyncComputeEnabled value="false" />
<transferQueuesEnabled value="true" />
<shadowSoftShadows>kSettingLevel_High</shadowSoftShadows>
<motionBlur value="false" />
<motionBlurLimit value="16.000000" />
<particleLightingQuality>kSettingLevel_Medium</particleLightingQuality>
<waterReflectionSSR value="true" />
<waterRefractionQuality>kSettingLevel_High</waterRefractionQuality>
<waterReflectionQuality>kSettingLevel_High</waterReflectionQuality>
<waterSimulationQuality value="3" />
<waterLightingQuality>kSettingLevel_High</waterLightingQuality>
<furDisplayQuality>kSettingLevel_High</furDisplayQuality>
<maxTexUpgradesPerFrame value="5" />
<shadowGrassShadows>kSettingLevel_High</shadowGrassShadows>
<shadowParticleShadows value="true" />
<shadowLongShadows value="false" />
<directionalShadowsAlpha value="false" />
<worldHeightShadowQuality value="0.660000" />
<directionalScreenSpaceShadowQuality value="0.660000" />
<ambientMaskVolumesHighPrecision value="true" />
<scatteringVolumeQuality>kSettingLevel_High</scatteringVolumeQuality>
<volumetricsRaymarchQuality>kSettingLevel_High</volumetricsRaymarchQuality>
<volumetricsLightingQuality>kSettingLevel_High</volumetricsLightingQuality>
<volumetricsRaymarchResolutionUnclamped value="false" />
<terrainShadowQuality>kSettingLevel_High</terrainShadowQuality>
<damageModelsDisabled value="false" />
<decalQuality>kSettingLevel_High</decalQuality>
<ssaoFullScreenEnabled value="false" />
<ssaoType value="0" />
<ssdoSampleCount value="4" />
<ssdoUseDualRadii value="false" />
<ssdoResolution>kSettingLevel_Low</ssdoResolution>
<ssdoTAABlendEnabled value="true" />
<ssroSampleCount value="2" />
<snowGlints value="true" />
<POMQuality>kSettingLevel_High</POMQuality>
<probeRelightEveryFrame value="false" />
<scalingMode>kSettingScale_Mode1o1</scalingMode>
<reflectionMSAA value="0" />
<lodScale value="1.000000" />
<grassLod value="2.500000" />
<pedLodBias value="0.000000" />
<vehicleLodBias value="0.000000" />
<sharpenIntensity value="1.000000" />
<treeQuality>kSettingLevel_High</treeQuality>
<deepsurfaceQuality>kSettingLevel_High</deepsurfaceQuality>
<treeTessellationEnabled value="false" />
</advancedGraphics>

Something like that will do you well - there's a few adjustments you can make depending on how sensitive to anomalies you are - shadows on ULTRA look better in many if not most cases - BUT there are some rather noticeable bugs to the keen eye - particularly after long playtrhoughs - the ultra setting causes the front buffer to somehow 'draw-in' the shadows pixel by pixel on certain surfaces - high just eliminates that from ever happening and gives you a decent boost.

Long shadows is more of a personal preferences - though with ultra shadows if you wish to use them will accelerate the rate at which the shadow map begins to detoriate in quality.

AF can be set to 16x instead of 8x as I have set if you don't notice or care about texure tiling on mountain ranges and water surfaces from an angled distance...I strongly recommend 8x instead though as it actually looks better than 16x from almost every single possible angle in the game..

I'd just use what I posted as a baseline and go up or down from there...

One thing that is pretty safe to put on ultra is "Deepsurfacequaltity" - you can bump that to ultra - but it will make the rate at which tesselation quality detorioates over long playthroughs faster...but most people will probably never even notice this...I'd leave it at high but ultra is a definite improvement especially with wagons ahead of you in areas with mud like valentine..but only for a short while..the 'high' setting is better for longer playthroughs...
WOW! Thank you so much! Never expected to get a response like this so quick. I will test all this tomorrow thanks
Adeptus Lebowski May 22, 2020 @ 2:20pm 
Originally posted by Erynar:
https://www.youtube.com/watch?v=385eG1IEZMU

https://www.youtube.com/watch?v=C3xQ33Cq4CE
I got bored listening to this tutorial, which is why i needed a list instead.
Doctor3D May 22, 2020 @ 2:47pm 
Originally posted by Lebowski FU China:
Originally posted by doctor3d:
<?xml version="1.0" encoding="UTF-8"?>

<rage__fwuiSystemSettingsCollection>
<version value="37" />
<configSource>kSettingsConfig_Auto</configSource>
<graphics>
<tessellation>kSettingLevel_High</tessellation>
<shadowQuality>kSettingLevel_High</shadowQuality>
<farShadowQuality>kSettingLevel_High</farShadowQuality>
<reflectionQuality>kSettingLevel_High</reflectionQuality>
<mirrorQuality>kSettingLevel_High</mirrorQuality>
<ssao>kSettingLevel_High</ssao>
<textureQuality>kSettingLevel_Ultra</textureQuality>
<particleQuality>kSettingLevel_Medium</particleQuality>
<waterQuality>kSettingLevel_Custom</waterQuality>
<volumetricsQuality>kSettingLevel_High</volumetricsQuality>
<lightingQuality>kSettingLevel_High</lightingQuality>
<ambientLightingQuality>kSettingLevel_High</ambientLightingQuality>
<anisotropicFiltering value="3" />
<taa>kSettingLevel_Medium</taa>
<fxaaEnabled value="false" />
<msaa value="0" />
<graphicsQualityPreset value="1.000000" />
</graphics>
<advancedGraphics>
<API>kSettingAPI_Vulkan</API>
<locked value="false" />
<asyncComputeEnabled value="false" />
<transferQueuesEnabled value="true" />
<shadowSoftShadows>kSettingLevel_High</shadowSoftShadows>
<motionBlur value="false" />
<motionBlurLimit value="16.000000" />
<particleLightingQuality>kSettingLevel_Medium</particleLightingQuality>
<waterReflectionSSR value="true" />
<waterRefractionQuality>kSettingLevel_High</waterRefractionQuality>
<waterReflectionQuality>kSettingLevel_High</waterReflectionQuality>
<waterSimulationQuality value="3" />
<waterLightingQuality>kSettingLevel_High</waterLightingQuality>
<furDisplayQuality>kSettingLevel_High</furDisplayQuality>
<maxTexUpgradesPerFrame value="5" />
<shadowGrassShadows>kSettingLevel_High</shadowGrassShadows>
<shadowParticleShadows value="true" />
<shadowLongShadows value="false" />
<directionalShadowsAlpha value="false" />
<worldHeightShadowQuality value="0.660000" />
<directionalScreenSpaceShadowQuality value="0.660000" />
<ambientMaskVolumesHighPrecision value="true" />
<scatteringVolumeQuality>kSettingLevel_High</scatteringVolumeQuality>
<volumetricsRaymarchQuality>kSettingLevel_High</volumetricsRaymarchQuality>
<volumetricsLightingQuality>kSettingLevel_High</volumetricsLightingQuality>
<volumetricsRaymarchResolutionUnclamped value="false" />
<terrainShadowQuality>kSettingLevel_High</terrainShadowQuality>
<damageModelsDisabled value="false" />
<decalQuality>kSettingLevel_High</decalQuality>
<ssaoFullScreenEnabled value="false" />
<ssaoType value="0" />
<ssdoSampleCount value="4" />
<ssdoUseDualRadii value="false" />
<ssdoResolution>kSettingLevel_Low</ssdoResolution>
<ssdoTAABlendEnabled value="true" />
<ssroSampleCount value="2" />
<snowGlints value="true" />
<POMQuality>kSettingLevel_High</POMQuality>
<probeRelightEveryFrame value="false" />
<scalingMode>kSettingScale_Mode1o1</scalingMode>
<reflectionMSAA value="0" />
<lodScale value="1.000000" />
<grassLod value="2.500000" />
<pedLodBias value="0.000000" />
<vehicleLodBias value="0.000000" />
<sharpenIntensity value="1.000000" />
<treeQuality>kSettingLevel_High</treeQuality>
<deepsurfaceQuality>kSettingLevel_High</deepsurfaceQuality>
<treeTessellationEnabled value="false" />
</advancedGraphics>

Something like that will do you well - there's a few adjustments you can make depending on how sensitive to anomalies you are - shadows on ULTRA look better in many if not most cases - BUT there are some rather noticeable bugs to the keen eye - particularly after long playtrhoughs - the ultra setting causes the front buffer to somehow 'draw-in' the shadows pixel by pixel on certain surfaces - high just eliminates that from ever happening and gives you a decent boost.

Long shadows is more of a personal preferences - though with ultra shadows if you wish to use them will accelerate the rate at which the shadow map begins to detoriate in quality.

AF can be set to 16x instead of 8x as I have set if you don't notice or care about texure tiling on mountain ranges and water surfaces from an angled distance...I strongly recommend 8x instead though as it actually looks better than 16x from almost every single possible angle in the game..

I'd just use what I posted as a baseline and go up or down from there...

One thing that is pretty safe to put on ultra is "Deepsurfacequaltity" - you can bump that to ultra - but it will make the rate at which tesselation quality detorioates over long playthroughs faster...but most people will probably never even notice this...I'd leave it at high but ultra is a definite improvement especially with wagons ahead of you in areas with mud like valentine..but only for a short while..the 'high' setting is better for longer playthroughs...
WOW! Thank you so much! Never expected to get a response like this so quick. I will test all this tomorrow thanks

NP - if you're just shy of FPS target or you want a tad more stability - the volumetric lighting quality is actually more accurate 'OVERALL' on medium than it is on high - I like the long distance ray look on High\Ultra (thicker sharper beam from outside to inside like a window) compared but medium is MUCH closer to the original artist intent as seen on a console - the ray will go through tree limbs and mesh holes much more accurately and you'll be hard pressed to notice that much of a difference if you're not paying attention. I just like that high has that deeper and wider spread further out too...it's a toss up. During Rain particuarly the high\ultra setting breaks down as is clearly 'broken'..or overblown..in tents..it's obviously broke...but from a distance it looks cool.

Medium is more accurate and looks better in 50% of the cases when you're actually looking at frame by frame apperance..but HIGH produces some glorious results around swamping areas with fog volumes...

Medium is definitely closer to the artist original intent...but you can leave the resolutions on those at high or even ultra if you got performance to spare -- that affects the actual shading\grading quality and the resolution of the PNG of the volumetric texture and not the raycasts themselves. The volumetric lighting quality setting is the only one of those that is actually 'broke' beyond medium..some cut-scenes look better ...some much worse..it really is 50\50..medium is the safest and the next thing by far anyone should turn down.

Beyond that...SSAO believe it or not on Medium is better in many (but not all) cases than high\ultra..a good way to see is open the journal (with the sun and a shadow behind you) and look at the thumb..on medium it looks accurately blended where the two shadow types meet..but on high or ultra there's almost like a double-banding effect - like a duplicate shadow- this goes on to grass (harder to see) shelves (even harder to see) - it's broke... A few exceptions would be around certain bottles and desk corners (high is certainly nicer around the back edge (NOT CORNER) of shop shelves than medium).High is a balance...but medium might very well be more accurate.
Last edited by Doctor3D; May 22, 2020 @ 3:14pm
Adeptus Lebowski May 22, 2020 @ 3:19pm 
Do i need to paste that in a config file btw? or just use the options in the in game menu?
Doctor3D May 22, 2020 @ 3:29pm 
Originally posted by Lebowski FU China:
Do i need to paste that in a config file btw? or just use the options in the in game menu?

Ya you def need to just paste it in the config in the \Users\YourName\Documents\Rockstar Games\Red Dead Redemption 2\Settings

The shadow maps particularly see the 0.66000 and terrain shadow and water lighting quality - they do not get passed on properly and you'll get flickering

Water lighting quality on high vs ultra (which almost every modern GPU defaults too now) reduces the combing effect that many see on the land where thin water meets land. You cannot make lighting quality of water "High" with everything else "High" in the in-game menu- it will default to "Ultra" if you try "High" settings - but that breaks the water surface quality in several high land\low water spots from many angles.

Shadow maps on 0.66 affects the overall sharing area..if that was set by game to say 1.00 but you did what all the other settings did - you would get flickering as you passed through cells that loaded new shadows.

Again, the first one you might want to play with is deepsurfaceQuality you can put that on Ultra and would likely notice a decent visual improvement for some areas -- just if you played in the snow alot and had a keen eye - you might notice how the tesselation seems to get lower and lower in geometry quality overtime and high stops that from happening.
Last edited by Doctor3D; May 22, 2020 @ 3:39pm
FINAL_Bₒₛₛ May 22, 2020 @ 5:43pm 
Check the guide section.
Adeptus Lebowski May 23, 2020 @ 2:00pm 
I applied your settings but i only get a slight increase in fps sadly. Although i don't see too much double imaging and tearing, the graphics look like a 10 year old game! I'll play around with some of the setting and maybe increase a few perhaps.
Adeptus Lebowski May 23, 2020 @ 3:53pm 
i just did as a test maxing out all settings and the image quality is like 30% less than witcher 3 ffs! they really did a bad job adapting this game to pc i think.
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Date Posted: May 22, 2020 @ 1:47pm
Posts: 11