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AnsweredRed Dead Redemption 2: SLI Support

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pfk505
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Re: Red Dead Redemption 2: SLI Support 2020/02/21 11:16:44 (permalink)
Patch notes are out and one thing in particular caught my eye:

Fixed issues with lighting quality and benchmarking tool accuracy on some systems using multiple graphics cards

Users are still reporting crashes and unchanged performance for the most part.

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Re: Red Dead Redemption 2: SLI Support 2020/02/22 08:51:20 (permalink)
arestavo
It's almost as if game devs in huge companies can't do things that end users and small game devs can.

It does seem like that. But the reality in most cases is not that they can't, but that they won't. This is what I posted in GTAForums last week, in response to a typical "relax, everything will be fine" post:
 
 
   When you understand that the only reason performance-, gameplay-, and immersion-affecting bugs persist is a lack of concern and not a lack of capability, you understand that relaxing is one of the best ways of ensuring that nothing changes.
 
   No matter how talented and capable employees are of delivering a great game, the handful of people at the top call the shots, and they do not care about video games per se. They are not motivated by passion like the gamer-run studios of the past (or the CDPR of the present), but only by numbers. By money.
 
   I encourage everyone to understand that to an unscrupulous person, or even just a non-gamer, if the numbers are good enough, the game is good enough. And if an executive does not believe that eliminating all significant problems (not all problems, just significant ones) will significantly increase revenue, he has no motivation to do so. I can't stress this enough.
 
   Games have been fixed by fans--without benefit of source code--way too many times for the truth to be doubted even by those who don't understand programming at all. In nearly every case these things can be done--they just aren't.
 
   I know that if Take-Two/Rockstar were to lose all revenue until RDR2 had no significant issues, we would not have long to wait. Not long at all.
post edited by Flonkam - 2020/02/23 11:22:36
skywalkermibnasa46
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Re: Red Dead Redemption 2: SLI Support 2020/02/23 08:43:24 (permalink)
well,since there is still no effective methos which can sovle muti-card issue at all,i got anthor problem to discuss with you guys~~~"Control" with DX12/RTX ALL on got CTD randomly while playing in CFR mode (Dual RTX 2080Tis w/CFR mode on),Metro Exdus is okey...can anyone who play with same rigs take a look at this issue for me?
superfufuze
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Re: Red Dead Redemption 2: SLI Support 2020/02/24 06:33:27 (permalink)
Works correctly here with pair of 1080 Ti under Vulkan API with no argument in R* launcher under
Hotfix Nvidia drivers 442.37 i vsync the game at my max framerate 60fps on a 2160p monitor.
i apply a bit OC to both cards to push a bit to 2012 to 2025 Mhz & VRAM +400 Mhz.
Make "pipecache windows" sga files cleans in "W10 documents folder" starting by DX12 reconstruction, then change to Vulkan API. 
Restart game under Vulkan and get back your graphicals settings.
Sometime i see that vulkan is bit buggy like i see "fpsmonitor" with a bit of overlay
clipping (like right after alt tab or something ) and its a sign ;)
i go ingame parameters and switch to "Bordeless" mode (validate) and then return to "Fullscreen" mode (validate) (its like a SWITCH to me) and i see overlay clipping disappear & the game return to smooth (feel it directly when moving your character and camera moving).
i do some test with "asynchronous" compute mode or not but i didn't feel any improvements when activated.
 
Share my graphicals settings if its help.
 
Resolution: 3840x2160
Fullscreen
Vsync: On
then all off
========================
Texture quality: Ultra
AF: 16x
Lighting: Medium
Global illumination: High
Shadows: High
Far shadows: High
AO : High
Reflection: Medium
Mirror: High
Water: Custom
Volumetrics: Custom
Particle: High
Tessellation: High
TAA: Off
FXAA: On
MSAA: Off
========================
API: Vulkan
Near volumetric: Low
Far volumetric: Medium
Volumetric lighting: High
Unlocked VRR: No
Particle lighting: High
Soft shadows: Ultra
Grass shadows: Medium
Long shadows: Yes
Full res SSAO: Off
Water refraction: Medium
Water reflection: High
Water physics: [2/4]
Resolution scale: Off
TAA Sharpening: [0%]
Motion blur: Off
Reflection MSAA: Off
Geometry LOD: [3/5]
Grass LOD: [6/10] or [5/10]
Tree quality: High
Parallax occlusion mapping: Ultra
Decal: Ultra
Fur: High
Trees Tesslation : Off
 
Adding a bit adaptative sharpen by nvidia 3D settings parameters & a bit "clarity" from Freestyle & stew is cooked ;)
 
Tested over 40 hours online playin you will experience "sometimes" right after loading a white light but it will disapear, one time on moonshine mission start up light stay (just use the "switch" to solve this), and ponctually some top water textures disapearing quick but its definitively not a game breaker.
 
Hopes its help.
Cheers
post edited by superfufuze - 2020/02/24 06:37:43

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goovich
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Re: Red Dead Redemption 2: SLI Support 2020/02/24 06:37:35 (permalink)
superfufuze
Share my graphicals settings if its help.
 
Resolution: 3840x2160
Fullscreen
Vsync: On
then all off
========================
Texture quality: Ultra
AF: 16x
Lighting: Medium
Global illumination: High
Shadows: High
Far shadows: High
AO : High
Reflection: Medium
Mirror: High
Water: Custom
Volumetrics: Custom
Particle: High
Tessellation: High
TAA: Off
FXAA: On
MSAA: Off
========================
API: Vulkan
Near volumetric: Low
Far volumetric: Medium
Volumetric lighting: High
Unlocked VRR: No
Particle lighting: High
Soft shadows: Ultra
Grass shadows: Medium
Long shadows: Yes
Full res SSAO: Off
Water refraction: Medium
Water reflection: High
Water physics: [2/4]
Resolution scale: Off
TAA Sharpening: [0%]
Motion blur: Off
Reflection MSAA: Off
Geometry LOD: [3/5]
Grass LOD: [6/10] or [5/10]
Tree quality: High
Parallax occlusion mapping: Ultra
Decal: Ultra
Fur: High
Trees Tesslation : Off
 
Adding a bit adaptative sharpen by nvidia 3D settings parameters & a bit "clarity" from Freestyle & stew is cooked ;)
 
Tested over 40 hours online playin you will experience "sometimes" right after loading a white light but it will disapear, one time on moonshine mission start up light stay (just use the "switch" to solve this), and ponctually some top water textures disapearing quick but its definitively not a game breaker.
 
Hopes its help.
Cheers




Now this is very helpful. Gonna try it on my rig.
Thanx pal!
P.S. Share your PC specs in the "signature and comment" section, please. Here is the link https://forums.evga.com/editprofile.aspx

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eralma
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Re: Red Dead Redemption 2: SLI Support 2020/02/24 08:23:17 (permalink)
superfufuze
Works correctly here with pair of 1080 Ti under Vulkan API with no argument in R* launcher under
Hotfix Nvidia drivers 442.37 i vsync the game at my max framerate 60fps on a 2160p monitor.
i apply a bit OC to both cards to push a bit to 2012 to 2025 Mhz & VRAM +400 Mhz.
Make "pipecache windows" sga files cleans in "W10 documents folder" starting by DX12 reconstruction, then change to Vulkan API. 
Restart game under Vulkan and get back your graphicals settings.
Sometime i see that vulkan is bit buggy like i see "fpsmonitor" with a bit of overlay
clipping (like right after alt tab or something ) and its a sign ;)
i go ingame parameters and switch to "Bordeless" mode (validate) and then return to "Fullscreen" mode (validate) (its like a SWITCH to me) and i see overlay clipping disappear & the game return to smooth (feel it directly when moving your character and camera moving).
i do some test with "asynchronous" compute mode or not but i didn't feel any improvements when activated.
 
Share my graphicals settings if its help.
 
Resolution: 3840x2160
Fullscreen
Vsync: On
then all off
========================
Texture quality: Ultra
AF: 16x
Lighting: Medium
Global illumination: High
Shadows: High
Far shadows: High
AO : High
Reflection: Medium
Mirror: High
Water: Custom
Volumetrics: Custom
Particle: High
Tessellation: High
TAA: Off
FXAA: On
MSAA: Off
========================
API: Vulkan
Near volumetric: Low
Far volumetric: Medium
Volumetric lighting: High
Unlocked VRR: No
Particle lighting: High
Soft shadows: Ultra
Grass shadows: Medium
Long shadows: Yes
Full res SSAO: Off
Water refraction: Medium
Water reflection: High
Water physics: [2/4]
Resolution scale: Off
TAA Sharpening: [0%]
Motion blur: Off
Reflection MSAA: Off
Geometry LOD: [3/5]
Grass LOD: [6/10] or [5/10]
Tree quality: High
Parallax occlusion mapping: Ultra
Decal: Ultra
Fur: High
Trees Tesslation : Off
 
Adding a bit adaptative sharpen by nvidia 3D settings parameters & a bit "clarity" from Freestyle & stew is cooked ;)
 
Tested over 40 hours online playin you will experience "sometimes" right after loading a white light but it will disapear, one time on moonshine mission start up light stay (just use the "switch" to solve this), and ponctually some top water textures disapearing quick but its definitively not a game breaker.
 
Hopes its help.
Cheers


Wow great! I too really appreciate this, gonna try it later. Thank you!
Nowawaka
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Re: Red Dead Redemption 2: SLI Support 2020/02/26 10:00:56 (permalink)
https://www.dropbox.com/s/xxj86mdfkckgx9b/450.12.zip?dl=0
 
https://forums.guru3d.com/threads/nvidia-450-12-whql-for-win10-x64.430333/ thread if u want to read about drivers before hand since they are insider WU drivers.  
 
New Driver 450.12 :)
 
But seems the last hotfix driver I posted seems to be working ok for some.
post edited by Nowawaka - 2020/02/26 10:41:16

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Re: Red Dead Redemption 2: SLI Support 2020/02/26 15:58:31 (permalink)
superfufuze
Works correctly here with pair of 1080 Ti under Vulkan API with no argument in R* launcher under
Hotfix Nvidia drivers 442.37 i vsync the game at my max framerate 60fps on a 2160p monitor.
i apply a bit OC to both cards to push a bit to 2012 to 2025 Mhz & VRAM +400 Mhz.
Make "pipecache windows" sga files cleans in "W10 documents folder" starting by DX12 reconstruction, then change to Vulkan API. 
Restart game under Vulkan and get back your graphicals settings.
Sometime i see that vulkan is bit buggy like i see "fpsmonitor" with a bit of overlay
clipping (like right after alt tab or something ) and its a sign ;)
i go ingame parameters and switch to "Bordeless" mode (validate) and then return to "Fullscreen" mode (validate) (its like a SWITCH to me) and i see overlay clipping disappear & the game return to smooth (feel it directly when moving your character and camera moving).
i do some test with "asynchronous" compute mode or not but i didn't feel any improvements when activated.
 
Share my graphicals settings if its help.
 
Resolution: 3840x2160
Fullscreen
Vsync: On
then all off
========================
Texture quality: Ultra
AF: 16x
Lighting: Medium
Global illumination: High
Shadows: High
Far shadows: High
AO : High
Reflection: Medium
Mirror: High
Water: Custom
Volumetrics: Custom
Particle: High
Tessellation: High
TAA: Off
FXAA: On
MSAA: Off
========================
API: Vulkan
Near volumetric: Low
Far volumetric: Medium
Volumetric lighting: High
Unlocked VRR: No
Particle lighting: High
Soft shadows: Ultra
Grass shadows: Medium
Long shadows: Yes
Full res SSAO: Off
Water refraction: Medium
Water reflection: High
Water physics: [2/4]
Resolution scale: Off
TAA Sharpening: [0%]
Motion blur: Off
Reflection MSAA: Off
Geometry LOD: [3/5]
Grass LOD: [6/10] or [5/10]
Tree quality: High
Parallax occlusion mapping: Ultra
Decal: Ultra
Fur: High
Trees Tesslation : Off
 
Adding a bit adaptative sharpen by nvidia 3D settings parameters & a bit "clarity" from Freestyle & stew is cooked ;)
 
Tested over 40 hours online playin you will experience "sometimes" right after loading a white light but it will disapear, one time on moonshine mission start up light stay (just use the "switch" to solve this), and ponctually some top water textures disapearing quick but its definitively not a game breaker.
 
Hopes its help.
Cheers


Are you seeing flickering in the story cutscenes?
superfufuze
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Re: Red Dead Redemption 2: SLI Support 2020/02/27 01:32:27 (permalink)
To be honnest i always play online 

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Re: Red Dead Redemption 2: SLI Support 2020/02/28 04:45:17 (permalink)

CPU: Intel 10920x @ 4.8/5.1ghz 
CPU Cooler: Corsair H115i Platinum  AIO
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Video Cards: 2X Nvidia Geforce RTX 2080Ti FE's
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Re: Red Dead Redemption 2: SLI Support 2020/03/19 11:07:41 (permalink)
Crashes are back for me... lol
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Re: Red Dead Redemption 2: SLI Support 2020/03/20 12:38:17 (permalink) ☄ Helpfulby Cool GTX 2020/03/20 12:45:58
Turn off Triple Buffering.

Spent Days trying to figure this out and now I'm getting a clean 60 - 96 fps on my 1080ti's (x2) I prefer msaax2. taa fxaa all off. Everything else high or Ultra. No flickering lights and background. I do have the Profile fix done in Nvidia Inspector, but that wasn't stopping the flickering, but just reducing the frequency of occurrence. Vsync On 
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Re: Red Dead Redemption 2: SLI Support 2020/03/20 12:46:39 (permalink)
HPCLaude
Turn off Triple Buffering.

Spent Days trying to figure this out and now I'm getting a clean 60 - 96 fps on my 1080ti's (x2) I prefer msaax2. taa fxaa all off. Everything else high or Ultra. No flickering lights and background. I do have the Profile fix done in Nvidia Inspector, but that wasn't stopping the flickering, but just reducing the frequency of occurrence. Vsync On 

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Re: Red Dead Redemption 2: SLI Support 2020/03/20 17:07:22 (permalink)
HPCLaude
Turn off Triple Buffering.

Spent Days trying to figure this out and now I'm getting a clean 60 - 96 fps on my 1080ti's (x2) I prefer msaax2. taa fxaa all off. Everything else high or Ultra. No flickering lights and background. I do have the Profile fix done in Nvidia Inspector, but that wasn't stopping the flickering, but just reducing the frequency of occurrence. Vsync On 

Monitor resolution?

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Re: Red Dead Redemption 2: SLI Support 2020/03/21 09:01:30 (permalink)
Turning off triple buffering is not a fix for the flickering unfortunately.. what Profile fix/edit have you done in Inspector @HPCLaude?

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Re: Red Dead Redemption 2: SLI Support 2020/03/21 09:26:19 (permalink)
pfk505
Turning off triple buffering is not a fix for the flickering unfortunately..

Further, even if it did eliminate flickering, it wouldn't be a fix but a workaround.
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Re: Red Dead Redemption 2: SLI Support 2020/03/23 10:51:47 (permalink)

CPU: Intel 10920x @ 4.8/5.1ghz 
CPU Cooler: Corsair H115i Platinum  AIO
Case: Corsair 1000D
Motherboard: MSI Creator x299
Memory: Gskill Silver Royal DDR-4000 C17 32 Gigs
Video Cards: 2X Nvidia Geforce RTX 2080Ti FE's
Sound Card: Creative AE-9 Soundcard
Main Monitor: Samsung 49" CRG9 Dual QHD Monitor 5120x1440 @ 120hz
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Re: Red Dead Redemption 2: SLI Support 2020/03/30 06:10:43 (permalink)
Nowawaka
https://www.guru3d.com/files-details/geforce-445-75-whql-driver-download.html
New Driver with DLSS 2.0 support



Crashing has gone for me. Played quite a bit over the weekend. FPS seems higher also and framerates feel better
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Re: Red Dead Redemption 2: SLI Support 2020/04/01 13:56:39 (permalink)
BaDBoY_uK
Nowawaka

New Driver with DLSS 2.0 support



Crashing has gone for me. Played quite a bit over the weekend. FPS seems higher also and framerates feel better




With or without HDR ?
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Re: Red Dead Redemption 2: SLI Support 2020/04/01 14:51:27 (permalink)
Without HDR. I don't have a HDR enabled monitor :(
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Re: Red Dead Redemption 2: SLI Support 2020/04/02 11:04:27 (permalink)
DLSS 2.0 is not implemented in RDR2 AFAIK. Can someone else confirm?

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Re: Red Dead Redemption 2: SLI Support 2020/04/03 03:17:30 (permalink)
The April 2nd patch--very surprisingly--mentioned multiple SLI-specific fixes related to both performance/stability and graphical bugs. Can anyone determine whether the patch delivers a real, substantial difference for performance and visuals? Basically, whether it makes SLI a legitimate option without significant drawbacks?
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Re: Red Dead Redemption 2: SLI Support 2020/04/05 10:17:53 (permalink)
Cutscene flickering issue is fixed with April 2 patch.
 
Now I get a crash every time I open my map though.
 
Edit: not every time it seems, deleting sga files may have helped.
Edit2: deleting sga files results in pause/map working ok for about 20 minutes tops, then it inevitably crashes. Anyone else experiencing this?
Edit3: fixed by switching from Windowed Borderless to Fullscreen, for anyone reading this later. The game is still janky though, had a couple other crashes not seemingly related to this problem already.
post edited by pfk505 - 2020/04/05 20:31:37

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Re: Red Dead Redemption 2: SLI Support 2020/04/07 00:31:59 (permalink)
Hi great Cowboys,
 
Playin a bit online today after consulting the tread here ;)
(1 month i didn't play RDR2)
2nd April patch (patch note with fixs for mgpu tech) installed and activated Mgpu under Vulkan API with NV 445.75 drivers, keepin the same graphicals settings posted with a bit NV driver included "sharpening" till my last post and ?
Nothing consitant at all !
Maybe some visual glitches solved but to be honnest i didn't see anythings going better or less...
Always be oblige to use "parameter switch" borderless to Fullscreen mode to try to ramdomely "synchronize" Multigpu loading values to try to stabilize things.
game leaves me with this impression that "volumetric fog" is visualy not good as before and game tank more FPS.
SO really nothing new under the sun from my point of view.
 
Next big thing will be maybe when Vulkan 1.2 will be add in next drivers, ( hope soon)  when they finished tests in another driver branch.
 
AwwYerrArrrightGuurrl
post edited by superfufuze - 2020/04/07 02:31:41

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Re: Red Dead Redemption 2: SLI Support 2020/04/07 07:01:37 (permalink)
There was a patch last night, seemed to have a vulkan update. I waited a bit to play this game due to all the launch bugs. I noticed the game restarts my system randomly with SLI. I considered it being the power supply, but it seems to do the same thing, if I have a seperate PSU powering just the gpus. I've stressed my system pulling more watts out the wall for hours and it's rock stable. After I changed it to full screen instead of windowed border-less, it just crashes or freezes instead. On my other system using 1 card in vulkan it works just fine.  
Sajin
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Re: Red Dead Redemption 2: SLI Support 2020/04/07 12:01:56 (permalink)
Baasha
DLSS 2.0 is not implemented in RDR2 AFAIK. Can someone else confirm?


Correct.
RUN4Y0URL1F3
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Re: Red Dead Redemption 2: SLI Support 2020/04/10 06:23:14 (permalink)
Guys, I can't believe it! The flickering during cutscenes has gone! 
Now I'm kinda angry with myself for finishing the game with such awful flickering, and for spending tens of hours trying to fix it.
I should have trusted the developers. A second playthrough is a must.
MrSmitty556
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Re: Red Dead Redemption 2: SLI Support 2020/04/10 08:45:50 (permalink)
So what is the final verdict right now for running this in SLI with 2x 1080TIs? Ive been trying to read back through but I'm not really seeing anything definitive. I've been running single GPU in DX12 for a while now, it's been relatively smooth but FPS obviously ins't that great. 4K with certain settings backed down to smooth it out. should I even mess with SLI?
Flonkam
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Re: Red Dead Redemption 2: SLI Support 2020/04/12 01:18:25 (permalink)
MrSmitty5564K with certain settings backed down to smooth it out. should I even mess with SLI?

If you get a chance, can you provide more information about what kind of settings you are using, and what kind of framerates you are getting at 4K with a 1080 Ti?
 
I have a 2080 Ti, and I have just taken it for granted that I would have no chance of running this game in 4K at a vsync-locked 60 fps on "smart max" settings until at least two more GPU generations have arrived. I'm already sorely frustrated that the traditional 14 month average GPU cycle for NVIDIA turned into 29 months between 10- and 20-Series, and is looking like it's going to be another 24+ month cycle again--the last thing that is needed when the market is trying to adopt a massive increase in pixel output (which is unfortunately much more important than it used to be given the utter lack of functional and efficient MSAA in today's console-oriented deferred renderers).
MrSmitty556
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Re: Red Dead Redemption 2: SLI Support 2020/04/12 06:36:01 (permalink)
I usually get frame rates in the high 40s but it’s smooth and consistent. No artifacts or stuttering or anything weird so it’s definitely playable. Saint Denis at night hits a little harder, especially with driver updates in the past couple months. I’ll post up settings and specs when I can tomorrow.

I tried messing around with SLI back in Nov/Dec but it was just never consistent. Even if it worked and I was getting more frames, the game wasn’t ‘playable’. It didn’t feel smooth. So I said screw it, I don’t have the time anymore to try and make this BS work right. I was spending more time on that than actually playing the game.
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