I assume grass quality only affects your performance once you hit the countryside? I bumped it up to ultra earlier and didn't see a difference in fps (I'm only at the very beginning)
Is there any difference in high vs very high grass quality?
Cause i can't see it and i'd rather save those frames if there really isn't any noticeable difference.
Any idea if Geforce Experience settings will change? The settings it recommends are pretty intense for my i5 3570k and 760.
Is there any difference in high vs very high grass quality?
Cause i can't see it and i'd rather save those frames if there really isn't any noticeable difference.
Is there any difference in high vs very high grass quality?
Cause i can't see it and i'd rather save those frames if there really isn't any noticeable difference.
Play online man, it's a blast. Thanks for the guide it's a long read and crazy informative. How many hours you think it took to make if you factor everything in?The open world actually allowed me to avoid all the story grind and repetitive replaying that I have in a linear game, and I've waited for this game for a damn long time so you can bet your ass I'm gonna play it properly soon![]()
Shouldn't need it enabled in-game in 99.9% of games as NVCPL's function is an override.
Play online man, it's a blast. Thanks for the guide it's a long read and crazy informative. How many hours you think it took to make if you factor everything in?
Wow, incredible guide, many thanks.I've cleared the final hurdle, it's here!
Draw distance of grass and shadows on all grass on Ultra..
I don't want to know. Started early Tuesday, worked all week, did some more on the weekend (to the annoyance of my girlfriend), finished it yesterday, and used time while in review to tweak and copy edit.
Putting it another way: I haven't done any other work since Tuesday.
Andy, when you tested the PostFX settings, did you also test it with grass set to both very high and ultra? I notice when I had both set to ultra it absolutely murdered my framerate at night, since grass (and everything else) was casting shadows from my headlights. Could that account for the bigger PostFX gap between ultra and high some people have reported?
Even though I essentially scanned over your article to check and confirm what I thought some settings meant, I noticed how insanely detailed it is and how much work must have went into it.
Might I suggest a new comparison picture for either the long shadows or extended shadow distance options? If you set the game to around 12-2pm on a clear day, Mt. Chiliad actually casts a massive shadow over Paleto Bay which looks incredible.
Thanks Andy!!
A quick question....you mention MFAA in the article, but don't mention that it only works with MSAA. Am I correct in thinking it only works with MSAA?
Guess I'll change it from ultra to very high grass at least and see what the benchmark says. I mean I could try with ultra but you all are much more educated in these things than I am so I'm sure you are right
Thanks Andy!!
A quick question....you mention MFAA in the article, but don't mention that it only works with MSAA. Am I correct in thinking it only works with MSAA?
If you've opted for Multi-Sample Anti-Aliasing (MSAA) in Grand Theft Auto V, you can enable NVIDIA Multi-Frame Sampled Anti-Aliasing (MFAA) via the NVIDIA Control Panel.
[Asmodean];161042146 said:Man, anyone who hasn't tried the Nvidia PCSS shadows yet, do yourself a favour and give it a try. PCSS + High Resolution Shadows + Shadow Distance maxed out, looks amazing. Really adds to the overall scene lighting.
I actually think they might be the best looking shadows/shading that I've seen in a game, thus far.
If anyone's looking for a HW to settings reference, I'm running everything maxed - except for Grass is on Very High(ultra's not worth the fps hit in scenic areas for the minor visual difference imo), and HW AA is disabled, at 1440p. Average frame rate is 60fps, it can dip to the 40/50's in nature-heavy areas, though.
If you don't have a TITAN X or fast SLI system you probably want to use Very High.
I really wish Mother Fucking Anti-Aliasing worked with SLI setups.
I really wish Mother Fucking Anti-Aliasing worked with SLI setups.
Anyone having any issues where the game will just drop to 30 FPS and be locked there for a while? I can usually get a locked 59 (which is really annoying, it causes a micro stutter and I can't get to 60 at all for some reason) but sometimes the game just drops all the way to 30 and becomes near unplayable with all the mouse lag i get.
2 x 970s SLI, dunno if that is a "fast SLI system"
So is there a reason why high quality anisotropic filtering looks blurrier than quality filtering from the Nvidia CP?
So what is the benchmark actually testing? I'm running it right now but I'm getting like 5 fps while in game I get 40 or so. Is it testing max settings instead of the settings I've picked?
Left FXAA - Right 4x TXAA
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I really wish Mother Fucking Anti-Aliasing worked with SLI setups.
Exactly what he is sayingOr are you saying that comparing 4xTXAA to 4xMSAA, is really 4xMSAA with TXAA vs 4xMSAA?
Exactly what he is saying
0% Extended Shadow Distance:
No. It tests the worst case scenario for the settings you've picked. If that's what you get in the benchmarks, then you really need to scale it back if you want the rest of the game playable.
This is assuming your benchmarks are working as intended (haven't heard anyone complain thus far)
Ha. Nice catch. Think Andy got them swapped.
I find downscaling from 1440p and using fxaa works really well, mostly locked 60fps depending on settingsHmm...driver level FXAA is serviceable. way better than the ingame implementation. seriously considering turning off 2x MFAA so i could use other configs.
GTA 970 here.
Anyone else had/is in a similar situation?
I've cleared the final hurdle, it's here!
Now, what's next? Project Cars? Witcher 3?!
P.S. If anyone's awesome at Photoshop and has the time to make a better feature graphic I'll happily use it.
no, they are correct.
Whaa…? TXAA looks far worse than FXAA on that shot.