Full analysis at the link:
http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-5-pc-face-off
https://youtu.be/h8QrlHSLoDw
https://youtu.be/9OE2iI7OLh8
http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-5-pc-face-off
https://youtu.be/h8QrlHSLoDw
https://youtu.be/9OE2iI7OLh8
Grand Theft Auto 5 on PC: The Digital Foundry verdict
Feature-rich and well optimised, Rocktar's PC conversion of Los Santos is impressive on its own terms - but also paints the PS4 and Xbox One releases in a positive light. Compared directly to console, the big plus points are simple to count: it packs better draw distances, texture filtering, and improved shadows, grass and tessellation quality. Bundle in 4K support and 60fps playback, and there's no two ways about it: the definitive article is of course on PC.
In fact, the PC release's only real flaw is its timing. Several months delayed past the superb PS4 and Xbox One editions, it justifies the wait with visual upgrades aplenty. However, consoles already broke the ice on many of its best features months ago. Accepting the downgrade to 30fps, the game's top post effects, textures, and a high level of world density are already a known quantity. As development on Grand Theft Auto 5 draws to a close, in hindsight it's clear bonus extras were reserved for PC - but current-gen was always in mind for its core assets.
Putting aside the stutter issues in its v-synced mode, Grand Theft Auto 5 is a quality release on PC. Despite the game's staggered launch, almost 18 months after last-gen versions, the PC at least gets the attention it deserves. Every version to date has impressed, but in the PC's case we have the true pack leader, and its GPU benchmarks at peak settings are sure to give upcoming GPUs firm workout. More than that, Rockstar's multi-platform wizardry here sets a high bar of expectation for whatever project it pursues next.
Updating to build 331, we spare no expense in pushing the PC release to its best results. Our top-end Core i7 4790K PC (at stock clocks) is paired with 16GB of RAM and a GTX Titan X - a combination that's certainly overkill for maxing out the game while hitting 1080p60. That being the case, we add an extra twist to this comparison by way of a full 3840x2160 native resolution (or 4K), as downscaled via Nvidia's DSR mode. That should do it.
It's an extravagance, no doubt, and it brute-forces the PC to a far higher plane of image quality than the console's 1920x1080 output with FXAA. However, this high level of image quality also plays to the PC's other main advantage: its extended draw distances. Unlike the console editions, an advanced graphics menu offers up a separate distance scale that, at 100 per cent, renders objects across Los Santos at a bewildering range. With resolutions of 1080p and above, it's a crucial addition in a release where details further afield are subject to closer scrutiny.
The results speak for themselves. As you can see in our head-to-head videos below, the impact across plant-life in the outback areas is most noticeable. PS4 and Xbox One already look superb in this regard (with PS4 taking a lead in overall plant density). But in terms of draw distance, the PC fills out all distant hillsides with ferns and grass tufts that otherwise go barren on console - at least from afar. The world is far richer, as you'd expect, and though the gains around the downtown area are small, the views possible with the PC edition on the map's outskirts are impressive.
With most console settings deduced from the PC menus, one question remains: just how does a budget PC cope with the exact same visual setup? Having seen our Core i3 4130 PC with a GTX 750 Ti hold close to 1080p60 using high presets across the board, these console-grade settings pose a huge challenge. Once we engage ultra post effects, that average drops to 50fps, and down again to 45fps after texture quality is placed at very high. With foliage bumped to very high too, and distance scaling and population sliders pushed to 100 per cent, frame-rates are clearly a lesser priority.
The resulting frame-rate range is between 30-50fps on this PC, where the biggest dips occur during our alpha-heavy shoot-out in the car park. The RAM overhead exceeds the card's 2GB limit here, taking it up 2.2GB overall, but overall the performance profile here gives us options. It glances 30fps at the very worst points, meaning a half-refresh cap (via the game's v-sync toggle) is perfectly suited for this setting list. Given the huge performance nose-dive incurred by pushing post effects up to ultra, the 30fps frame-rate cap on PS4 and Xbox One starts to make sense here - we're nowhere near 60fps at any stage.
Meanwhile, even a 1GB card like the R7 260X holds strong, only falling a little shy of 30fps during the same shoot-out sequence. Switching off the ultra presets smooths out performance for a capped experience, despite flying in the face of the game's suggested RAM limits. Unfortunately, Rockstar's 'half' v-sync option is poorly implemented, with the game pushing an average of 29fps - constantly dropping single frames to break any illusion of smooth playback.
It's the same case for the standard v-sync mode, which outputs at 59fps, though far more noticeable at the half refresh. We're able to fix this by via Nvidia's control panel, overriding it using an adaptive v-sync mode. Alternatively, the free Rivatuner application also works by forcing caps to a full 30fps or 60fps, correcting the stutter seen in the game as standard.
Looking at the very best-case performance, Nvidia's Titan X is unique for being able to achieve a downscaled 4K image while maxing-out every setting. A 60fps read-out isn't perfectly assured here though, and ultra quality grass in particular is an Achilles heel to performance during Trevor's first few missions. For a clean 60fps while playing at 4K, the grass and shadow settings need lowering by a notch, while advanced distance scaling is reined in to 50 per cent to smooth its edges. The visual downgrades are thankfully small in practice, and overall are worth the trade-off to hit that top refresh.