Red Dead Redemption 2 PC Trailer
The Rockstar Games Newswire now offers a new trailer from Red Dead Redemption 2 showing off the upcoming PC edition of the wild west shooter in all its 60 fps 4K resolution glory.
Red Dead Redemption 2 for PC brings the epic story of Arthur Morgan and the Van der Linde gang to life in breathtaking new ways – with no shortage of dazzling technical enhancements that deliver deeper immersion. These include increased draw distances, improved shadows and lighting, new grass and fur textures, and much more – complemented by a host of exciting new content additions for the game’s Story Mode.
Watch the new trailer above to see Red Dead Redemption 2 in stunning 4K/60 frames per second and see how packed full of new details and greater fidelity every corner of this vast open world is. From the claw marks of a passing bear at the base of a tree in Big Valley and the individual spines on a cactus in New Austin, to a train passing on a far horizon and embers sparkling in the New Hanover night sky.
Red Dead Redemption 2 PC System Requirements (required HDD Space: 150 GB) - 10/10/2019 08:46 AM
Rockstar Games has revealed, via its Game Launcher, the official PC system requirements for Red Dead Redemption 2. Rockstar recommends using an Intel Core i7-4770K or an AMD Ryzen 5 1500X with an NVID...
Red Dead Redemption 2 requires 150GB of free space on PS4 - 10/19/2018 09:18 AM
It's not every day that we write about a console game, however, we noticed something with Red Dead Redemption 2 that I found baffling as Red Dead Redemption 2 requires about 149GB of free space on t...
Red Dead Redemption 2 Gameplay Video #2 - 10/02/2018 08:38 AM
The second gameplay reveal for Red Dead Redemption 2 turns its focus to a number of the game's side activities, including heists, fishing, and much more. Red Dead Redemption 2 is an epic tale of outl...
Red Dead Redemption 2 Delayed to October 26th, 2018 - 02/02/2018 10:03 AM
Rockstar has delayed the release of Red Dead Redemption 2. The game has now been moved from fall 2017 to spring 2018, unfortunately, the publisher is known to have a thing for announcing and moving re...
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I would gather; you'd have 3 projects - PC - PS4 - XBONE (maybe 2 more /360/PS3) if it was from the start. Each - including the PC as of current & excluding XBONE uses a different API and OS. Whereas the Xbox One runs a version of Windows 10 and utilizes DirectX 11.2 *not that far a stretch from most modern a PC user* So in a sense Rockstar already did develop a native PC version. It just needed more work.
Minimum Specifications:
OS: Windows 7 - Service Pack 1 (6.1.7601)
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The Launcher is actually "the Social thing" (Rockstar Social Club).
They've simply changed the name to Rockstar Games Launcher with the latest update and added a Store to it where you can buy games directly along with some tweaks. It's required to be run with GTA5 on Steam right now (When I launched GTA5 from Steam the other day, it said Rockstar Social Club had a mandatory update, it updated and when it finished it was the new Rockstar Games Launcher), so I assume it will be the same with RDR2 (not just on Steam, but on any platform).
I stand corrected. OMG that just plain sux. does it also have 2 entries in the uninstall window of windows ?
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Nothing more needs to be said. But i went through the quote and highlighted the most import part. If you disregard this part, that is a you problem.
I won't be replying to this line of conversation anymore either way, as it seems to be like talking to a wall that doesn't get that what you code for has nothing to do with what you code on.
I'm glad you are not ever ever ever ever ever ever ever going to comment on this topic ever again, because you do not understand what others are (very gently) trying to explain to you:
Rockstar have their own game engine.
The original 'assets' (polygons, textures, audio) were generated on a PC, for the PC.
The game code/logic was generated on a PC for the PC.
The Assets were 'downsampled' using the game engine for the xb360/ps3
The game engine authored the assets, porting them to the xb360/ps3 as the target platform by the game engine.
You cannot under any circumstances remake an entire game of the size of GTAV (from an assets and game logic/code perspective) from scratch, so you use a game engine to author as needed for distribution packages.
The xb360/ps3 were always the target platforms for the original deployment, and the PC would always come later.
/thread
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@Aura89 the question of what platform was developed for "first" then "ported from" is fuzzy, given the information presented above. It would be good to read it and engage with it.
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It was developed on a PC, and using RAGE, authored it to the xb360 as their primary deployment platform, but (and you really need to get this point) they downsmapled the original textures etc to complete the distribution package when they authored it.
The plan all long was to deploy on the PC, it's just the xb360/PS3 came first for deployment and was their primary performance target. The reasoning behind this is obvious: 200+ million units (potentially) and, because they had to work harder to make the xb360/PS3 look good, so the authoring had to go there first.
That in essence makes the original port (due to downsampling and other reductive performance losses) from the PC to the xb360, and PS3.
What is more likely to you; upsampling textures (including lightmaps, which WOULD have been rendered on the PC RAGE prior to porting to xb360 downsampling), downsampling to the xb360 (giving minimal loss in texture quality, but maximum control over artefacts by unfavouring compression over size) or, maybe you think they had their entire art team redraw the entire texutre library, and materials, which would be in the hundreds of thousands for every door handles and car door - and of course let us not forget redoing the entire shader library...
C'mon. We are all friends here. Let's just be straight and honest with one another.
PC then console makes more sense and saves you several bundles of $ so large, that if you enter the number into your computer, the atomic wieght of your computer would increase the mass of your computer at the electron level. It's that much.
So no, 'sir. I do not have to google it or look at wikipedia.
I have a calculator.
Appreciate the comment.
https://en.wikipedia.org/wiki/Porting#Porting-in-gaming
"Porting is also the term used when a video game designed to run on one platform, be it an arcade, video game console, or personal computer, is converted to run on a different platform."
Don't like wikipedia? Google it yourself then and find countless websites that explain video game porting and what it means, as it has nothing to do with the system that is used to make the original code, but rather what the code was originally developed to run on.
Nothing more needs to be said. But i went through the quote and highlighted the most import part. If you disregard this part, that is a you problem.
I won't be replying to this line of conversation anymore either way, as it seems to be like talking to a wall that doesn't get that what you code for has nothing to do with what you code on.