Red Dead Redemption 2 is Rockstar Games’ latest heavyweight, with nearly 40K concurrent players even five years after the (staggered) PC launch. Despite that, it can be a challenge to run the game on midrange and low-end PCs. RDR2 got NVIDIA DLSS and AMD FSR 2 support in the months following the initial launch after a widespread backlash from Steam users. Fast forward to the preset day, and most of the technical issues have been resolved. Let’s try and break down Arthur’s world into different visual techniques and resolutions.
Windows/System Settings to Optimize
- Enable Resizable BAR.
- Turn on Game Mode.
- Enable Hardware-accelerated GPU Scheduling (HAGS) and Windowed Optimizations.
- Use the Windows “High Performance” power profile and set your GPU power management mode to the same.
- Disable Memory Integrity. Windows Menu->VBS->Device Security.
- Ensure you use the proper XMP/EXPO memory profile (if available).
- Overclock your GPU if you’re narrowly missing the 60 FPS mark.
- Here’s a guide with more detailed instructions.
Red Dead Redemption 2 PC System Requirements
The PC system requirements for Red Dead Redemption 2 are fairly modest. You need a quad or hex-core CPU released in the last 5 years alongside a GeForce GTX 1060 or a Radeon RX 480. On the memory side, 8 GB is the bare minimum, but 12 GB is recommended. The storage requirement comes in at a whopping 150 GB.
Overview + Testing Methodology
- The “Ultra” quality graphics preset was chosen as the reference point at 4K “native”.
- The following benchmark order was used for testing the graphics settings:
- The resolution scaling.
- Upscaling and anti-aliasing benchmarks.
- DX12 vs. Vulkan API performance.
- The individual graphics settings’ benchmarks.
- A summary of the optimized settings for high, midrange, and low-end PCs.
- The following hardware setup was used:
- CPU: AMD Ryzen 9 7950X.
- Cooler: Lian Li Galahad 360 AIO.
- GPU: NVIDIA RTX 4090 FE.
- Motherboard: MSI MPG X670E Carbon WiFi.
- Memory: 16 GB x2 @ 6000 MT/s CL30.
Red Dead Redemption 2: Resolution & Upscaling
Red Dead Redemption 2 scales fairly well with resolution, averaging 80 FPS at 4K, 116.5 FPS at 1440p, and 137 FPS at 4K UHD. The 1% lows varied from 52 FPS to 67 FPS and 84 FPS at the three resolutions.
Red Dead Redemption 2 features many anti-aliasing options on PC, including NVIDIA DLSS 2 and AMD FSR 2. Older options include MSAA (multi-sampling), FXAA (fast approximate AA), and TAA (temporal AA). Objectively speaking, MSAA produces the sharpest textures but doesn’t cover transparent ones including grass and vegetation. FXAA is effective at 1080p but blurs detailed textures at 1440p and 4K.
That leaves us with TAA which works well across all resolutions and its upscaling derivatives, namely DLSS and FSR. All three come with a sharpness slider to address the resultant blurring, but DLSS produces the best quality retaining more detail with complex objects like grass, bushes, and branch ends.
Red Dead Redemption 2: DX12 or Vulkan Graphics API?
Red Dead Redemption 2 lets you choose between Vulkan and DirectX 12 in the advanced graphics section. By default, the former is selected, and choosing the latter requires you to unlock the advanced section. Vulkan produces similar averages as DX12, but vastly superior lows thanks to the reduced CPU overhead.
Since CPU overhead plays a part in upscaling gains, we observed that Vulkan also delivers smoother 1% frametimes with DLSS and FSR enabled. We’re talking about gains of up to 30% or more which can drastically alter (improve) your experience.
Texture Quality & Anisotropic Filtering
As tradition dictates, “Texture quality” and “Anisotropic filtering” are first on the list of graphics options. The former sets the quality or resolution of in-game textures (object skins) and directly depends on how much VRAM (graphics memory) you’ve got on your graphics card.
Red Dead Redemption 2 requires an 8 GB graphics card for optimal performance. Even running the game at 1080p or 1440p uses 7-8 GB of VRAM at the higher quality presets.
Texture filtering or anisotropic filtering continuously samples texture maps farther away from the camera (player viewport) to retain detail and avoid blurring (most common with maps perpendicular to the screen).
Texture filtering ensures that texture maps (mipmaps) retain their detail. Mipmaps are usually smaller than the original texture by a factor of 2 and there are points (texels) where multiple mipmaps may converge. These must be filtered to avoid blurring and other artifacts.
Click here to learn more about texture filtering.
Bilinear filtering, the simplest form of texture filtering, takes four texel samples from the approximate position of the texel (a texel is to texture what a pixel is to resolution) and calculates its average which is used as the final value. Bilinear filtering only uses texels from mipmaps identified by the game engine and if at any point with perspective-distorted textures, two different mipmaps are used, there are shifts in texture clarity.
Trilinear filtering improves on bilinear filtering by continuously sampling and interpolating (averaging) texels from the two closest mipmaps for the target texel, but like BF, it assumes that the texture is displayed as a square from the player’s perspective, failing when viewed from an angle perpendicular to the screen.
This is due to the texel covering a depth (area along the axis perpendicular to the screen) longer than and a width narrower than the samples extracted from the mipmaps, resulting in blurring due to under and over-sampling, respectively.
Anisotropic Filtering scales either the height or width of a mipmap by a ratio relative to the texture’s angle against the screen. The ratio is dependent on the maximum sampling value specified, followed by taking the appropriate samples. It varies between 1 (no scaling) & 16, defining the maximum degree by which a mipmap can be scaled.
The difference between these settings is the maximum angle that AF will filter the texture by. For example, 4x will filter textures at angles twice as steep as 2x, but will still apply standard 2x filtering to textures within the 2x range to optimize performance.
Lighting & Global Illumination
Red Dead Redemption 2 offers two ways to alter the lighting quality of a scene. These include “Lighting Quality” and “Global Illumination Quality.” The former adjusts the resolution of direct lighting in the scene, covering the sun, moon, or any man-made light sources. The impact is most prominent at night or in dimly lit areas.
Global illumination sets the quality of indirect lighting which has a more subtle impact on the visual fidelity, often making darker areas brighter by tracing more obscure light rays. It is also most evident indoors and in darker areas with fewer direct light sources.
Shadows Quality, Soft Shadows & Far/Long Shadows
Red Dead Redemption 2 lets you adjust the shadow quality in five different ways on PC. This includes Shadow Quality (Shadow map resolution), Far Shadows, Long Shadows, Soft Shadows, and Grass Shadows. The first two are available in the main graphics menu while the remaining can be found under “Advanced Graphics.”
Shadow quality sets the resolution of shadow maps, making the shadows more detailed. It primarily affects the graphics memory usage, with a slight reduction in lows.
Long shadows enable sunrise/sunset shadows that are more elongated. Along with “Far Shadows,” they have a notable impact on the minimum framerates and 1% lows.
Soft shadows produce more accurate shadow silhouettes, making the edges smoother and less pronounced. This is usually implemented where the shadows are farther away from the caster. They drastically reduce performance on low-end and midrange machines.
Grass shadows can have a notable impact on visual fidelity at the cost of ~13% lower minimum framerates and a 3-5% reduction in averages.
Reflections & Ambient Occlusion
Red Dead Redemption 2 handles reflections cast by mirrors, water, and other glossy objects separately. “Mirror reflections” don’t affect general performance. The “Reflection Quality” setting adjusts the quality of low-resolution (diffuse) reflections cast on bottles, metal objects, and other glassy surfaces.
SSAO (Screen Space Ambient Occlusion) enables secondary shadows along edges, crevices, and corners. The standard options have a nominal impact on performance.
You can enable ‘Full Resolution SSAO” under the advanced section for fuller, dark shadows at the cost of 13% lower minimums and 8% average framerates. Its quality and performance rely on your input resolution.
Water Quality: Reflection, Refraction & Physics
Water quality sets the resolution of water reflections, refractions (caustics), and physics (waves on rivers/lakes). Each of these can be individually set under the advanced section for a subtle performance trade-off.
Volumetrics: Fog, Clouds & Godrays
Volumetrics set the quality of clouds, fog, and godrays. Lower values produce blurred/pixelated output, with high/ultra rendering clearer effects. High seems to be the sweet spot for this, as “Ultra” can be a substantial drain on your GPU resources.
“Far Volumetric Resolution” and “Near Volumetric Resolution” can be individually tweaked under the Advanced Graphics section. The former can be safely reduced to lower values without an apparent drop in visual fidelity, as it only impacts fog and cloud quality in the far distance.
Unlocked Volumetric Resolution is another setting in the Advanced section that can be used to enable full-resolution volumetric lighting, producing smoother and more realistic godrays that become more detailed at higher resolutions. It can be quite taxing on low and midrange GPUs.
Volumetric Lighting in the advanced section sets the quality of godrays produced at sunrise and sunset. It can have a pronounced impact on performance, and is best left at “High.”
Geometric Detail, Grass & Vegetation LOD
Red Dead Redemption 2 offers three options to set the draw distance (LOD) of different objects, including man-made settlements, trees, grass, and other vegetation. Geometry sets the rendering distance of towns, horsecarts, and other structures. It subtly impacts performance.
Grass LOD sets the draw distance of grass patches leading to increased pop-ins at lower settings and barren lands in the distance. It drastically improves the visual fidelity at a minimal performance charge.
Tree quality is the third LOD setting that sets the render distance of trees, bushes, and other natural vegetation. High offers the best balance before quality and performance, as ultra can drain up to 10% of your low framerates.
Fur, Parallax Mapping & Tesselation
The fur setting sets the detail of fur coats and any furry wildlife roaming the wilderness. In most cases, you won’t feel its impact so leave it as is.
Parallax mapping is a technique used to create detail out of 2D geometry using normal maps. It is a cheap method of improving the quality of flat textures without much of a performance loss.
Tesselation quality sets the polygon density of trees, mud, and other deformable surfaces. It’s used sparingly, mostly on tree trunks which can be disabled for a healthy FPS boost of up to ~10% or more.
Particle Quality & Decals
Particle quality sets the resolution of particles, including embers, smoke, and dust matter. It marginally affects performance for most users.
Particle lighting quality sets the resolution of textures used for particle lighting. It leads to a more cinematic experience at a minimal performance hit.
Decals set the details of bullet holes, impact marks, and other player/NPC-made impacts on walls and surfaces. The performance impact is negligible.
Red Dead Redemption 2: CPU Bottlenecks
Red Dead Redemption 2 is slightly to moderately CPU-bound depending on your hardware and the graphics API used. In general, Vulkan has a lower CPU overhead than DirectX 12 with a GPU-Busy deviation of 3-5%, versus 7-10% on the latter.
Best Settings for Red Dead Redemption 2 on PC (2024)
High-resolution image comparisons here.
Graphics Settings | High-end | Midrange | Low-end PC |
---|---|---|---|
Resolution | 4K (3840×2160) | 1440p (2560×1440) | 1080p (1920×1080) |
Target FPS | 100 FPS | 75 FPS | 60 FPS |
Texture Quality | Ultra | Ultra | Ultra |
Anisotropic Filtering | 16x | 16x | 16x |
Lighting Quality | Ultra | Ultra | Ultra |
Global Illumination Quality | Ultra | Ultra | Ultra |
Shadow Quality | Ultra | Ultra | Ultra |
Far Shadow Quality | Ultra | Ultra | Ultra |
Screen Space Ambient Occlusion | Ultra | Ultra | Ultra |
Reflection Quality | Ultra | High | High |
Mirror Quality | Up to you | Up to you | Up to you |
Water Quality | High | High | High |
Volumetrics Quality | Ultra | Ultra | Custom |
Particle Quality | Ultra | Ultra | Ultra |
Tesselation Quality | Ultra | Ultra | Ultra |
NVIDIA DLSS/AMD FSR | Quality | Quality | Quality |
DLSS/FSR Sharpening | Optional | Optional | Optional |
TAA | Off | Off | Off |
FXAA | Off | Off | Off |
MSAA | Off | Off | Off |
Advanced Graphics | High-end | Midrange | Low-end PC |
---|---|---|---|
Advanced Settings | Unlocked | Unlocked | Unlocked |
Graphics API | Vulkan | Vulkan | Vulkan |
Near Volumetric Res | Ultra | Ultra | Medium |
Far Volumetric Res | Ultra | Ultra | Medium |
Volumetric Lighting Quality | Ultra | Ultra | High |
Unlocked Volumetric Raymarch Resolution | On | On | On |
Particle Lighting Quality | Ultra | Ultra | Ultra |
Soft Shadows | Ultra | Ultra | High |
Grass Shadows | High | High | Low |
Long Shadows | On | On | On |
Full Res Screen Space Ambient Occlusion | On | On | Off |
Water Refraction Quality | High | High | High |
Water Reflection Quality | High | High | High |
Water Physics Quality | Max | Max | Max |
Resolution Scale | Off | Off | Off |
TAA Sharpening | Optional | Optional | Optional |
Motion Blur | Optional | Optional | Optional |
Reflection MSAA | 8x | 4x | Off |
Geometry LOD | Max | Max | Max |
Grass LOD | Max | Max | Half |
Tree Quality | Ultra | Ultra | High |
Parallax Mapping Quality | Ultra | Ultra | Ultra |
Decal Quality | Up to you | Up to you | Up to you |
Fur Quality | High | High | High |
Tree Tesselation | On | On | On |
High-end (4K) | Mid-range (1440p) | Low-end (1080p) | |
---|---|---|---|
CPU | Core i7-13700K/Ryzen 7 7700X | Core i5-12600K/Ryzen 7 5800X | Less than: Core i5-12400/ Ryzen 5 5600 |
GPU | RTX 4080/RX 7900 XTX | RTX 4070/RX 7800 XT | RTX 3060/RTX 3060 Ti/RTX 4060 |
Memory | 32GB (dual-channel) | 16GB (dual-channel) | Less than: 16GB (dual-channel) |
Red Dead Redemption 2: Best Steam Deck Graphics Settings
Here’s our in-depth mini-guide for optimizing RDR2 on the Steam Deck.
Optimized Graphics Settings | Steam Deck OLED |
---|---|
Resolution | 800p (1280 x 800) |
V-Sync | Off |
Texture Quality | Ultra |
Anisotropic Filtering | 2x |
Lighting Quality | Low |
Full Resolution Screen Space Ambient Occlusion | Off |
Water Reflection/Refraction/Physics Quality | Low |
Motion Blur | Off |
Reflection MSAA | Off |
TAA Sharpening | N/A |
Geometry LOD | 0 |
Grass LOD | 0 |
Tree Quality | Low |
Parallax Occlusion Mapping Quality | Low |
Decal Quality | Low |
Fur Quality | Medium |
Tree Tesselation | Off |
Global Illumination | Low |
Shadow Quality | Low |
Far Shadow Quality | Low |
Ambient Occlusion Quality | Medium |
Water Quality | Low |
Reflection Quality | Low |
Mirror Quality | Low |
Volumetrics Quality | Low |
Particle Quality | Low |
Tesselation Quality | Low |
AMD FSR 2 | Quality |
AMD FSR 2 Sharpening | Player choice |
TAA/FXAA/MSAA | Off |
HDR | On |
Advanced Settings | Unlocked |
Graphics API | Vulkan |
Near Volumetric Resolution | Low |
Far Volumtric Resolution | Low |
Volumetric Lighting Quality | Low |
Unlocked Volumetric Raymarch resolution | Off |
Particle Lighting Quality | Medium |
Soft Shadows | Off |