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And that's at 1440p (with DLSS).
The good news is the game still looks great at low.
Well if it's on release that means they have fixed it within 3 weeks. They patched the demo quickly and fixed the blurriness.
Speaking of, where does Square get feedback to know what to fix, they just monitor social media and forums posts?
His CPU is also on the weaker bad (but not unviable), sitting about halfway between minimum and recommended (so it wont be flawless but it will not fail).
OP, you might need to put more settings to low, but I would mess around more with the upscaling options first. Dynamic could also get you more consistent results, but at lower resolutions it can also prove nastier on image quality. I would test and decide for yourself.
Drop shadows to low, probably, if it is still above low.
Have you tried with frame generation yet?
Here is someone doing several tests with a RTX 2060 at different configurations and their performance if you want to compare and mess around to see what works best for you: https://www.youtube.com/watch?v=2ZmF1pnWYWc
You might be surprised at some of the results they got and it thus may help.
GPU-wise, I guess I didn't realize how big of a gap the RTX 2060 and RTX 2080 have. I'll mess around with the settings and refer to the benchmark video, thanks.
Indeed, hopefully messing around like they did in that video gets you satisfying results with that GPU. Fortunately, you have an SSD (which a lot of more budget oriented systems lack, and this game it is critical).
You should get out of the habit of assuming if you can't hit 60 FPS on a high end GPU at "native" a modern game is unoptimized. Because upscaling technology has gotten so good a lot of developers have (and will likely continue to adopt this strategy) of pushing visual quality and thus demands and expecting players to utilize upscaling tech to offset the increased performance.
If you absolutely insist (for some bizarre reason) to not use upscaling then you should be lowering the quality settings for the game because that is how it is designed. This can be because they used more advanced shader effects, demanding particle system/usage, higher poly count models, more on screen details, etc. that eat up resources with this expectation of the player using upscaling. None of that is an "optimization issue" nor a performance bug. They're using a different hardware capability target, instead. Optimization issues assume performance can be radically improved via, precisely, optimizations as if there is such spare room to optimize and keep the exact same graphical output...