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Assuming you're on 1080p it takes a little tweaking. The game was really meant to be played on 1440p and above, but even then some settings don't scale down that well.
One thing you want to make sure of is that you set "Soft Shadows" to Ultra, or turn them off completely. Anything in between will look horrible. The same goes for all your volumetrics. If you can max them out it'll reduce a lot of grain.
If you decide to use TAA, up your sharpening a bit, and if you can, use FXAA as well. It won't be perfect unless you upscale your resolution, but it'll reduce almost all of the grainy artifacts.
note how there's motion blur there even when you have it turned off.
tons of shaders being used there that shouldn't be, and it turns the area into hot garbage.
dunno why im seeing tracers when i play poker, oh it's because the fog effect has motion blur and you can't take it off.
it's literally physical things like arthurs hands when playing poker and such, not the shadows.
it looks like really bad motion blur and it only happens in clemens point.
in some instances, arthur looks like a 4th dimensional creature with 12 hands.
Honestly, depending on how much performance you have left to spare, playing on 1440p will work in your favor. Although, if you're in the unlucky position like I used to be (i.e. a high performance monitor with a "mid" performance GPU) you're screwed.
I play on 1080p, but I do play on 21:9, which is always a bit demanding. I do have a 3060 Ti so I manage to almost entirely max out the game with zero issues (using TAA and FXAA), but I tend to mix my settings to my preferences anyway.
Trust me when I say this: The only real advice when you already play on 1440p is to either up all your settings as much as possible, or just accept the fact that you'll have to cut corners, depending on your GPU. There are no magic tricks. RDR2 is reasonably well made to work on PC, but it does get extremely beefy if you want the best of the best, so I can't imagine what it would require to realistically run at that quality on higher resolutions.
You must be confusing TAA ghosting in to motion blur. TAA works by creating the AA from entire frames, not just doing the lines multiple times like MSAA does.
please read my entire original commment.
there is nothing that can be done to turn this effect off in clemens point, it will literally always be there even with motion blur off, and TAA off.
and no, it looks nothing like ghosting, it literally looks like motion blur set to max settings in a game engine.
to clarify, i am a developer of indie games myself and my main priority is effects and the like.
motion blur uses a float variable, from 0.0 to 1.0 to take pre rendered frames and superimpose them over the currently visible frame.
0.0 sets the alpha of the frames to zero, meaning you don't see the motion blur
1.0 sets it to full alpha, which will make the screen look frozen due to the frame never dissolving.
it looks like it's set to 0.9 on motion blur in clemens point.
and for further clarity, most games use a script to control the float value of the motion blur, the script uses the player speed to determine how much to apply, but it seems that going 0mph in clemens point maxes the motion blur even with it off.
i can even see it start being applied when you enter the area.
for instance, seeing multiple arthurs in a trail is motion blur, not TAA.
seeing them start to appear as he enters the camp in that area is a bug with that area, considering it's the only place in the entire map that motion blur seems to be forced on.
I wouldn't know , I've only played the online and there it seems to be a difference with motion blur on or off...