Red Dead Redemption 2's PC Framerate Causes Unusual Issues

Arthur's on that high framerate diet.

14 Comments

Since Red Dead Redemption 2's release on PC a few weeks ago, Rockstar has been working diligently to improve upon the game's performance and stability, especially when it comes to a stuttering issue affecting certain Nvidia GPUs and four- and six-core CPUs. Those who have managed to get it running smoothly have noticed another problem, however: the passage of time is seemingly tied to your framerate.

Those who played Dark Souls 2 on PC may be familiar with this specific bug. From Software's PC port ran at 60fps compared to the console version's 30fps, which caused weapon durability to degrade twice as fast. Red Dead Redemption 2 stumbles into a similar problem if you're running the PC version at a higher framerate than the console version allowed.

Reddit user Jimmyoneshot discovered the link, and other players have expressed how the passage of time appears to differ depending on your framerate. Some players have noticed that the day/night cycle progresses much faster on PC, with the time of day changing multiple times on long journeys. Others have also noted how weather conditions like rain and lightning will come and go in the blink of an eye.

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This becomes a significant issue when you factor in Arthur Morgan's cores. Red Dead Redemption 2 keeps track of its protagonist's health and fitness as represented by the three cores of health, stamina, and Dead Eye. Eating too much without exercise will make Arthur gain weight and increase his stamina consumption, whereas he'll become gaunt if you don't eat enough, which negatively affects his health regeneration. Players started to notice that each core seems to drain much faster on PC, so Jimmyoneshot decided to perform a few tests.

They created two saves at the beginning of chapter two, locking the framerate to 30fps in one save and leaving the other with their usual 100-130fps settings. They then played a full in-game day, completing the same story missions while eating four steaks at the same point during the day on both. When playing at a higher framerate, Arthur lost 0.75 of his weight by the next day, compared to the 1.5 he gained when locked at 30fps.

Losing weight four times as fast as usual isn't an ideal situation, but the bug's recent exposure should hopefully lead to an imminent fix on Rockstar's part.

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Royas

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This is a real rookie error, didn't they learn anything from the very earliest days of computer programming, when so many games tied everything to the cycle rate, so a faster computer literally caused the games to run much faster as well. I'm not even a programmer, and I know this is a bad way to tie things together. I may not know how to track time in a game, but I do know you don't tie it to a changeable factor like framerate.

What a surprise, an error in a Rockstar PC port, I'm stunned.

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SebB

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Shame. Whoever programmed this should have had a look at this:

https://thenumbat.github.io/cpp-course/sdl2/08/08.html

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Thanatos2k

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Edited By Thanatos2k

This is a rookie developer mistake. NEVER tie physics and time to the framerate. When you release the game the first time maybe you know the game is being released on a console where people can't change graphics settings and vsynced to 30 fps or 60 fps so you think it's safe. It's not. Your game is likely to be rereleased later on a different platform where the hardware limitations that forced you to lock it at a specific framerate are no longer limiting. Or for PC where vsync should always be an option and not required. Or people will make a mod to disable your forced vsync.

It has bitten developers over and over and over throughout the years. If you're a game dev and you ever see anyone doing this in your game, stop it immediately before it gets entrenched in your game's design.

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kazuariusz

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@Thanatos2k: True

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SebB

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@Thanatos2k: Exactly!

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idkHowToPlay007

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Edited By idkHowToPlay007

Lol, running the game at a higher frame rate than the console version would allow! 😂

I can barely get the game above 60 at 1440p running on MEDIUM because for whatever reason I need a RTX 2060 or better to run this game over 60 with decent res settings. And I have a GTX 1070 and I should be able to get over 60. And no I will not play at 1080p

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SebB

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Edited By SebB

@idkhowtoplay007: I have a GTX 1070 and in that case I will just cap it at 30 fps and play it at 1440p. Unless low settings are good enough, in which case I'll see if I can get 60 fps on low.

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HesamB

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Ok this is like something a college student programmer would do

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@HesamB: Yeah it's something stupid every tutorial on programming animation teaches. They should use the value of time passed since the game started (called ticks in SDL for example), and tie the framerate to that instead. That value will always be measured in the same way regardless of what fps the game runs at.

If they only tied the passage of time in-game to the framerate then it might be quick for them to fix. If they tied everything else to framerate then it will be a much bigger job to fix.

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proceeder

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Yes, the models are missing textures and surfaces on an RTX 2080 and a 9th gen 2.6GHz core i7. I'm lucky if I get 30fps, but all I wanted was quality graphics.

FU R*!

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R4gn4r0k

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Oh wow, designing your game around 30fps just sounds like fail all around.

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SebB

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@R4gn4r0k: I have to agree. Especially considering that it would not have been that big of a deal to design it for any frame rate.

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Heqteur

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I've actually noticed some very inconsistent day/night cycle durations, I wasn't sure if I was hallucinating a bug or if it was INDEED the case. I can finally sleep well at night.

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y_m_o_

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@heqteur: You will chap, when they fix it!

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