GTA V PC Performance Thread

I am pretty sure you are wrong lol. Unless my 3970x overclocked at 4.6 GHz is bottlenecking my GTX 980 that is also overclocked? (It isn't)

Sure you could "Max it out" but at x8 MSAA and ultra grass you wouldn't stay above 30 fps in the country.

Technically you could Max it out on even older cards if you plan on running under 10fps.


980/5960x I max it out at 110fps and 105 average, MSAA isn't the only AA technique option in fact it's the worst option. DSR with 2x is what I'm running with everything maxed. 2.5x DSR@50% with very high/ultra everything and sliders 100%
 
I was getting a weird issue where I'd have to tab out and back in again so my framerate wouldn't lock at 30fps.

This is the crazy benchmark bug from yesterday: http://a.pomf.se/lwdnaj.webm
Worked fine afterwards.

Settled on these settings for a very solid framerate even in that hotspot* I found earlier:

Skyzard said:
Thought it was worth mentioning that RTSS can limit framerate to whatever you want if you prefer a lower locked framerate to a fluctuating one.
You just type the number near framerate limit.

4770K@4.4
780ti 1150

Locked 44 fps

Graphical:
2560x1440
Borderless window
MSAA - Off [one day]
TXAA - Off
FXAA - Off [on through nvidia inspector]
V-sync - Off [on through nvidia inspector]
Pop density - 100%
Pop variety - 100%
Distance scaling - 100%
Texture quality - Very High
Shader quality - Very High
Shadow quality- High
Reflection quality - Very High
Reflection MSAA- x2
Water quality - Very High
Particles quality - Very High
Grass quality - Very High
Soft shadows - PCSS
Post fx - Ultra
Motion blur strength - 20%
In-game DOF - On
AF - 16x [in nvidia inspector it's set to high quality]
AO - High
Tessellation - High

Advanced Graphical:
Long Shadows - On
Hi-res shadows - Off
High detail while flying - On
Extended Detail Scaling - 40%
Extended Shadows Distance - 0%

* GPU usage in this area goes up by about 20-30% for me:
http://a.pomf.se/dwptqh.webm

Any ideas how to get borderless window to stretch out to fullscreen without changing the windows resolution?

edit- very high grass works great in the same spot, above video was high
 
I'm kind of bummed because of the perfomance.

I'm running a 4770K and 2 GTX970 @1500Mhz in SLI and still have framedrops down to 30-40fps in the desert. I'm playing maxed out (4xMSAA/TXAA with Extended Distance Scaling to 0%) in 2560x1080.
 
I'm kind of bummed because of the perfomance.

I'm running a 4770K and 2 GTX970 @1500Mhz in SLI and still have framedrops down to 30-40fps in the desert. I'm playing maxed out (4xMSAA/TXAA with Extended Distance Scaling to 0%) in 2560x1080.

Well that'll do it! Plus Ultra grass.
 
I'm kind of bummed because of the perfomance.

I'm running a 4770K and 2 GTX970 @1500Mhz in SLI and still have framedrops down to 30-40fps in the desert. I'm playing maxed out (4xMSAA/TXAA with Extended Distance Scaling to 0%) in 2560x1080.

A good way to test and tinker with settings is to do burnouts outside Trevor's trailer garage at night while facing towards it.
 
AMD camp represent!

Any tips on getting stable 60 fps on 1440p? I'm getting 55-60 most of the time, would love to stabilize it if possible.

My pc:
i5 4670k OC'd to 4.4
r9 290 stock clocks with Arctic Accelero Xtreme 3 (could try and OC if worthwhile)
8gb dual ram OC'd to 2200mhz
game installed on SSD
Win 7 (will check win 8 tomorrow, apparently it gives couple extra FPS)






FXAA ON
MSAA OFF
vsync off

pop density max
pop variety max
distance scaling max

texture Q very high
shader Q very high
shadow Q very high
reflection quality High
reflection msaa off

water high
particles very high
grass high

shadows softer
post fx Very high
motion blur off
DOF off
AF 16
occlusion off
tessellation high



ADVANCED:
all off/turned down
 
Works fine on normal on a MacBook pro retina from 2012.

60fps on 1600x900 and 1440x900. Somehow sometimes it does 30 but setting water to high and back fixes that.
 
I'm kind of bummed because of the perfomance.

I'm running a 4770K and 2 GTX970 @1500Mhz in SLI and still have framedrops down to 30-40fps in the desert. I'm playing maxed out (4xMSAA/TXAA with Extended Distance Scaling to 0%) in 2560x1080.

I don't know why some people still insist on MSAA. It's such an outdated method of AA, particularly with the huge performance hit

New FXAA is really not that much worse image quality nowdays. I'm not talking about when FXAA first came out a couple years ago. Any new game that's designed with high-quality FXAA in mind is really not that blurry
 
This is far more noticeable than the PS4 version. It's extremely distractng.

https://youtu.be/yyCp6HsaBCs

I get that with some shadows too, even on much higher shadow settings than I'm using now. Dunno.

Also, added a video of that location in my above post for where GPU usage goes up by about 30% with my settings.

With huge fights in normal places involving lots of cars and explosions gpu usage can bump up quite a bit too, and I prefer not to have drops while driving over certain areas (seen some that are quite demanding in the desert too). It also feels quite gamey at a lower fps but not too low that the response time is sufficiently sacrificed, 42 fps works well with a pad and tweaked settings to disable most of the acceleration and boost sensitivity.
 
I'm getting some crazy artifacting all of a sudden. Huge black artifacts appearing all over the place that come and go randomly.

I checked my PC temps and everything is running cooler than normal. GPU readings in GPU-Z are all normal. I have an overclock on my 780 but it's pretty conservative (1075/7000). Turning the overclock off doesn't fix it. The overclock on my 3570k is also fairly minor (4.2ghz).

Any ideas?
 
Weird issue popping up today. Audio drops out and the mouse cursor appears on-screen for a few seconds, then it disappears and audio kicks in game, it just randomly does this. Any ideas what may be the issue.
 
This is far more noticeable than the PS4 version. It's extremely distractng.

https://youtu.be/yyCp6HsaBCs
https://www.youtube.com/watch?v=d74REG039Dk

Play from about 9:45.

Before they get outside, you'll see the 2nd-highest shadow resolution crawl across the lower ledge below the chain fence. As Franklin gets outside, at about 9:59 he gets close enough to that same ledge for the highest-res shadow stage to draw in, and it follows him in a short patch below the ledge as he walks along.

Look at the building as he turns back at around 10:28, the second stage shadow draws in all along the back wall in a very obvious way as he runs towards his car.

And finally, the cutscene from 11:45 shows the full quality 'box' surrounding your character just as clearly as your clip - it trails across the front of the house, and there is a clear line across the middle of the ground from 11:57.
 
Just got my PC back up and running. Now I'm thinking of triple dipping.

Here's my specs:

CPU 2500 series quad core 3.30 ghz
8gb ram
Gigabyte 670 2GB

Can this achieve 1080/60? If not I'll stick with my PS4 version.
 
https://www.youtube.com/watch?v=d74REG039Dk

Play from about 9:45.

Before they get outside, you'll see the 2nd-highest shadow resolution crawl across the lower ledge below the chain fence. As Franklin gets outside, at about 9:59 he gets close enough to that same ledge for the highest-res shadow stage to draw in, and it follows him in a short patch below the ledge as he walks along.

Look at the building as he turns back at around 10:28, the second stage shadow draws in all along the back wall in a very obvious way as he runs towards his car.

And finally, the cutscene from 11:45 shows the full quality 'box' surrounding your character just as clearly as your clip - it trails across the front of the house, and there is a clear line across the middle of the ground from 11:57.

I can honestly say that I've not noticed it being anywhere near as bad on the PS4 version. That may be down to a number of things i guess.
The issue I have is that it's super distracting to me now, and in other videos I've watched, I've not noticed it. I'm surprised they'd be ok with it tbh. I have quite a nice pc, and expected better. I mean, if the game was built that way, wouldn't it be possible to expand that box for more powerful machines? They improved on virtually everything else.
 
Just got my PC back up and running. Now I'm thinking of triple dipping.

Here's my specs:

CPU 2500 series quad core 3.30 ghz
8gb ram
Gigabyte 670 2GB

Can this achieve 1080/60? If not I'll stick with my PS4 version.

well sure, it just depends what settings you'll be ok with

certainly not all Very High/Ultra with a 670, you'll have to go like High/Normal
 
goes against popular opinion but i really dont think this is a very good port. a titan x at 1400/7900 is probably 4xish more powerful than a ps4, and all that affords me over ps4 is 60 fps(in non grass heavy areas), a half working implementation of msaa, slightly better shadows and worse grass at the same resolution.
Digital Foundry had a great article on this:
http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-5-pc-face-off

TL;DR PS4 settings
- PS4 matches PC on Post FX, Texture Quality, and basic Distance Scaling
- 4x AF
- Very High Grass
- High Shadow Quality (also see my note below)
- Softer Shadow Softening
- 75-100% Population Density
- High Tessellation (but not really noticeable)

One addition that I will make having watched a bunch of PS4 Youtube videos now is that it looks like PS4 doesn't have any headlight shadows at all which is a pretty big deal. No shadows appear to be cast from both static objects (PC Shadow Quality High required) or from dynamic objects (NPCs, cars, and objects that can be destroyed, Shadow Quality Very High required). This is on top of PC having higher res shadows that cast from farther away. Other shadows are also missing from the PS4 version, such as power line shadows from what I could see. Shadows, a setting with a big performance impact, are significantly improved over the console version.

Grass on Ultra is also a huge improvement where, unless you are looking at a completely uninterrupted field that stretches to the horizon, the entire view should be covered in grass vs. cutting out ~50 metres away. Ultra Grass also appears to improve the grass shadowing as well, shown in the following comparison, which is why it absolutely crushes performance. You could possibly keep it on Ultra if you turned off the "half working" MSAA:
http://international.download.nvidi...eractive-comparison-2-ultra-vs-very-high.html

Removing much of the pop-in by extending the draw distance even further may or may not be a big deal to you given that we're generally driving so fast that everything is a blur anyway.

Finally, 60 fps is a pretty big freakin' deal for those who like smooth gameplay. This requires at least double the performance, so that's half of the 4x theoretical performance advantage that you quote.

I'm kind of bummed because of the perfomance.

I'm running a 4770K and 2 GTX970 @1500Mhz in SLI and still have framedrops down to 30-40fps in the desert. I'm playing maxed out (4xMSAA/TXAA with Extended Distance Scaling to 0%) in 2560x1080.

A TitanX can have trouble maintaining 30 fps at 1080p maxed out and SLI scaling doesn't seem great so far, although you're only using 4x MSAA vs. 8x. To reach and hold 60 fps, you would probably need to turn off MSAA entirely and/or, at the very least, reduce grass quality from ultra. Your CPU miiiiight possibly be limiting at times.
 
having pretty shitty performance on my setup @ 1080p, very high settings

SLI 970
i7 2600k @ 4.0
8gb RAM

60-80 but with frequent dips into the 40's and even 30's when i'm driving. GPU's are never at more than 40%. One card actually runs better. Anyone else getting this?
 
But you get very high texture quality, very high shader quality, increased distance draw and higher shadow resolution and better diffuse shadows. At least I am guessing you have all that on. Don't think any of that is possible on ps4.

ps4 uses very high texture quality, and very high shader quality is almost indistinguishable from high. the perf impact is 1 to 2%. i dont have higher draw distance than ps4, it crushes performance.

Digital Foundry had a great article on this:
http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-5-pc-face-off

TL;DR PS4 settings
- PS4 matches PC on Post FX, Texture Quality, and basic Distance Scaling
- 4x AF
- Very High Grass
- High Shadow Quality (also see my note below)
- Softer Shadow Softening
- 75-100% Population Density
- High Tessellation (but not really noticeable)

One addition that I will make having watched a bunch of PS4 Youtube videos now is that it looks like PS4 doesn't have any headlight shadows at all which is a pretty big deal. No shadows appear to be cast from both static objects (PC Shadow Quality High required) or from dynamic objects (NPCs, cars, and objects that can be destroyed, Shadow Quality Very High required). This is on top of PC having higher res shadows that cast from farther away. Other shadows are also missing from the PS4 version, such as power line shadows from what I could see. Shadows, a setting with a big performance impact, are significantly improved over the console version.

Grass on Ultra is also a huge improvement where, unless you are looking at a completely uninterrupted field that stretches to the horizon, the entire view should be covered in grass vs. cutting out ~50 metres away. Ultra Grass also appears to improve the grass shadowing as well, shown in the following comparison, which is why it absolutely crushes performance. You could possibly keep it on Ultra if you turned off the "half working" MSAA:
http://international.download.nvidi...eractive-comparison-2-ultra-vs-very-high.html

Removing much of the pop-in by extending the draw distance even further may or may not be a big deal to you given that we're generally driving so fast that everything is a blur anyway.

Finally, 60 fps is a pretty big freakin' deal for those who like smooth gameplay. This requires at least double the performance, so that's half of the 4x theoretical performance advantage that you quote.



It takes a TitanX to maintain 30 fps at 1080p maxed out, although you're only using 4x MSAA vs. 8x. To reach and hold 60 fps, you would probably need to turn off MSAA entirely and/or, at the very least, reduce grass quality from ultra.

it should be noted that for the grass level you see in the DF/GF articles, you need ultra grass AND 100% extended distance scaling. no shot at that im afraid. the follow settings are the best i can do to keep city to 60 fps and country side to not dropping below 40 in the worst cases

Resolution: 1920 x 1200

FXAA: Off

MSAA: 4x

TXAA: On

Population Density: 100%

Population Variety: 100%

Distance Scaling: 100%

Texture Quality: Very High

Shader Quality: Very High

Shadow Quality: Very High

Reflection Quality: Ultra

Reflection MSAA: Disabled

Water Quality: Very High

Particles Quality: Very High

Grass Quality: High

Soft Shadows: PCSS

Post FX: Ultra

Motion Blur Strength: 100%

In-Game Depth of Field Effects: Off

Anisotropic Filtering: Off(enabled in ctrl pnl)

Ambient Occlusion: Off

Tessellation: Very High


Advanced Graphics

Long Shadows: On

High Resolution Shadows: Off

High Detail Streaming While Flying: On

Extended Detail Streaming: 0%

Extended Shadow Detail: 0%

i do not feel thats an expected use of the power increase of the system im playing on personally.
 
it should be noted that for the grass level you see in the DF/GF articles, you need ultra grass AND 100% extended distance scaling. no shot at that im afraid. the follow settings are the best i can do to keep city to 60 fps and country side to not dropping below 40 in the worst cases
<Settings>
i do not feel that justifies the power increase of the system im playing on personally.

Ok, to get grass to show pretty far away does require Extended Distance Scaling. However, just having grass on Very High is sufficient to appear like the PS4 version. Allow me to demonstrate with the clearest PS4 grass picture that I could find (most of them are low res). First, Very High on PC then the PS4 image then Ultra (Edit: a lot easier to see if you open them up in different windows):
17283603171_aa133b58fc_o.png
What's clear from these images is that Very High looks exactly like the PS4 image while Ultra interestingly adds ACTUAL SHADOWS to every tuft of grass. That's insane and why it has such a performance cost. I thought it was only adding an AO-like shadow but no, it's an actual dynamic shadow.

Unfortunately, as I said, I couldn't find any good high res PS4 shots that show how far the grass renders but here's a comparison of Very High and Ultra without any Extended Distance Scaling:
Ultra adds a lot of grass density, especially further away, even without the extra scaling, and the shadows make the grass pop out quite a bit better.

So, basically, Grass on Ultra by itself is significantly better looking than on PS4. I wasn't able to compare to PS4 with and without Extended Distance Scaling but, given how much of a toll it can have, I'm going to go out on a limb and say that PS4 probably doesn't use it.

Concerning your settings, you have a few on that can have a pretty big impact on performance but aren't that noticeable or, in my opinion, aren't worth it. The first is Reflection Quality Ultra. The Nvidia guide (you know which one but for ease of access: http://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide) has that costing about 17% over Very High. Honestly, unless you love staring really closely at reflections, the performance hit is not worth it if you're chasing either locked 60 fps or raising other settings. Next, you're using 4xTXAA which just sucks up performance, ~20% compared to FXAA. Personally, I would turn down/off MSAA, turn on FXAA, and just raise every other setting, like grass which would need a 30% trade-off to go from High to Ultra which these first two suggestions get you. Thirdly, you're using the PCSS shadows which, in combination with all of your other shadow settings, will take up another 10% or so of performance over Softer shadows which I feel look about as good as Softest while giving you back a huge number of frames. Lastly is Long Shadows. I haven't been able to really spot a difference, and the Nvidia guide says that it's pretty subtle. They only measured a 3 fps difference with it on and off but, hey, that's 5% performance. One final thing is that the AO setting doesn't actually change anything, so you actually still have it on I think.

In conclusion, for having ~4x the theoretical performance of a PS4, you can get double the framerate (that's 2 of the 4x right there), markedly better and way more shadows everywhere (all objects and grass rather than some excluded such as power lines; headlight shadows rather than none), and possibly denser grass. You might even be able to keep some MSAA. It's also not known whether there are additional effects that PCs are doing that consoles are not given how hard it is to get the exact same comparison conditions between PC and console as much as Digital Foundry tries.
 
Ok, to get grass to show pretty far away does require Extended Distance Scaling. However, just having grass on Very High is sufficient to appear like the PS4 version. Allow me to demonstrate with the clearest PS4 grass picture that I could find (most of them are low res). First, Very High on PC then the PS4 image then Ultra (Edit: a lot easier to see if you open them up in different windows):



What's clear from these images is that Very High looks exactly like the PS4 image while Ultra interestingly adds ACTUAL SHADOWS to every tuft of grass. That's insane and why it has such a performance cost. I thought it was only adding an AO-like shadow but no, it's an actual dynamic shadow.

Unfortunately, as I said, I couldn't find any good high res PS4 shots that show how far the grass renders but here's a comparison of Very High and Ultra without any Extended Distance Scaling:


Ultra adds a lot of grass density, especially further away, even without the extra scaling, and the shadows make the grass pop out quite a bit better.

So, basically, Grass on Ultra by itself is significantly better looking than on PS4. I wasn't able to compare to PS4 with and without Extended Distance Scaling but, given how much of a toll it can have, I'm going to go out on a limb and say that PS4 probably doesn't use it.

Concerning your settings, you have a few on that can have a pretty big impact on performance but aren't that noticeable or, in my opinion, aren't worth it. The first is Reflection Quality Ultra. The Nvidia guide (you know which one but for ease of access: http://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide) has that costing about 17% over Very High. Honestly, unless you love staring really closely at reflections, the performance hit is not worth it if you're chasing either locked 60 fps or raising other settings. Next, you're using 4xTXAA which just sucks up performance, ~20% compared to FXAA. Personally, I would turn down/off MSAA, turn on FXAA, and just raise every other setting, like grass which would need a 30% trade-off to go from High to Ultra which these first two suggestions get you. Thirdly, you're using the PCSS shadows which, in combination with all of your other shadow settings, will take up another 10% or so of performance over Softer shadows which I feel look about as good as Softest while giving you back a huge number of frames. Lastly is Long Shadows. I haven't been able to really spot a difference, and the Nvidia guide says that it's pretty subtle. They only measured a 3 fps difference with it on and off but, hey, that's 5% performance. One final thing is that the AO setting doesn't actually change anything, so you actually still have it on I think.

In conclusion, for having ~4x the theoretical performance of a PS4, you can get double the framerate (that's 2 of the 4x right there), markedly better and way more shadows everywhere (all objects and grass rather than some excluded such as power lines; headlight shadows rather than none), and possibly denser grass. You might even be able to keep some MSAA. It's also not known whether there are additional effects that PCs are doing that consoles are not given how hard it is to get the exact same comparison conditions between PC and console as much as Digital Foundry tries.

ps4 uses 0% extended distance scaling and very high grass. its pretty much a perfect match. i could trade msaa for ultra grass but the jaggies without msaa are just atrocious. its some of the worst aliasing ive ever seen. going to veyr high grass w/ msaa is too much of a perf impact. nvidia PCSS is the only way to mitigate at least a little of the terrible shadow aliasing you see with any of the other settings. i keep reflections on ultra because i have extra perf to spare in the city and that option wont make my country perf any worse than it already is. when it comes down to it, i could trade msaa for more grass, but thats about it.

going your route id be playing at the same res, double the framerate, no aa, better shadows and more grass compared to ps4. if ps4 and xbone were as powerful as my system, do you think the results would be the same?
 
ps4 uses 0% extended distance scaling and very high grass. its pretty much a perfect match. i could trade msaa for ultra grass but the jaggies without msaa are just atrocious. its some of the worst aliasing ive ever seen. going to veyr high grass w/ msaa is too much of a perf impact. nvidia PCSS is the only way to mitigate at least a little of the terrible shadow aliasing you see with any of the other settings. i keep reflections on ultra because i have extra perf to spare in the city and that option wont make my country perf any worse than it already is. when it comes down to it, i could trade msaa for more grass, but thats about it.

going your route id be playing at the same res, double the framerate, no aa, better shadows and more grass compared to ps4. if ps4 and xbone were as powerful as my system, do you think the results would be the same?

Every multiplatform game released so far indicates that there is basically no "coding to the metal" advantage with this current gen's hardware which are all pretty standard PC parts except for the Xbox One's eDRAM. In fact, if you add up all of the adjustments and performance hits I mentioned, it accounts for all of the 4x performance advantage that you quote (I'm assuming that is somewhat of an accurate measure?): 2x for double frame rate which leaves 2x left; Very High -> Ultra Grass is ~10%; High -> Very High Shadow Quality ~10%; Softer -> PCSS Soft Shadows is ~10%; FXAA -> 4xTXAA is ~20% (took this instead of Ultra Reflections since you don't like jaggies).
Added together for simplicity, those lead to a 50% decrease in performance from 2x = 1x = PS4.
 
AMD camp represent!

Any tips on getting stable 60 fps on 1440p? I'm getting 55-60 most of the time, would love to stabilize it if possible.

My pc:
i5 4670k OC'd to 4.4
r9 290 stock clocks with Arctic Accelero Xtreme 3 (could try and OC if worthwhile)
8gb dual ram OC'd to 2200mhz
game installed on SSD
Win 7 (will check win 8 tomorrow, apparently it gives couple extra FPS)

Try turning down your population density one or two ticks.
 
Really disappointed in the performance after I upgraded my 760 to a 980. I figured twice as much VRAM would make far more of a difference. Maybe it's time to upgrade the i5-4670? I don't know anything about overclocking, so... Maybe if I turn down population stuff a bit.
 
Really disappointed in the performance after I upgraded my 760 to a 980. I figured twice as much VRAM would make far more of a difference. Maybe it's time to upgrade the i5-4670? I don't know anything about overclocking, so... Maybe if I turn down population stuff a bit.

VRAM would only help if you were exceeding your VRAM limit previously. This game is not meant to be maxed yet. Basically, unless you have a Titan X, you won't be turning everything to max. Even with a Titan X, you would be targeting 1080p30 for max. Start with none of the advanced options on but all of the "regular" settings at max other than MSAA (I recommend off and use FXAA - depends on how sensitive you are to jaggies), Reflections (Very High), and Grass (Very High) which are three of the most punishing settings which, in my opinion, have the least return for the frame rate hit. When you test this out in the countryside (eg. Director Mode, Paleto Bay hills which is my go to place at sunset) and find that you still have an acceptable frame rate, turn Grass to Ultra and see how you do.

Those are roughly the settings that you can expect for 1080p60 with a 980.
 
I recently upgraded to a 970. I've been noticing that grass (not countryside grass, but house lawn grass) looks weird especially during rain and while driving. Like a tiny portion of the lawn was...dithered, or with a weird pattern. I first noticed it in the observatory, which has huge grass areas at the front.

I also have noticed a brighter square around the character. Nothing is different, textures are alright, only a weird square-like halo following me around.
 
I recently upgraded to a 970. I've been noticing that grass (not countryside grass, but house lawn grass) looks weird especially during rain and while driving. Like a tiny portion of the lawn was...dithered, or with a weird pattern. I first noticed it in the observatory, which has huge grass areas at the front.

I also have noticed a brighter square around the character. Nothing is different, textures are alright, only a weird square-like halo following me around.

Square halo is seemingly a bug even in the console versions that they haven't fixed. In-game AF sucks: force 16x AF in your drivers which might help with the texture issues.
 
I don't think there's a legit way but there may be a mod. It bugs me too even though it's not nearly as bad as Payday 2 or whatever.



1080p on a 4k monitor scales perfectly so there are no scaling artifacts. It looks exactly the same as it would on a 1080p monitor of the same size.

edit: 1080p is 1920x1080, 4k is 3840x2160. Scaling 1080p to fit a 4k screen is simple pixel doubling. No artifacating.

This is how it SHOULD work, but it's unfortunately usually not the case.

Finally decided to hook up a 1080p monitor to compare 1080p on it to 1080p on my 4k monitor, and holy SHIT. "Blurry mess" is all I can say about 1080p on a 4k monitor. I kept telling myself "this looks blurry" every time I played at 1080p. Friend tells me it's because I got used to 4k. No. No sir. I've now tested it. It's fuckin' blurry and you can quote me on that.

For the final time (I promise), 4k 30fps here we come.

Edit: okay I think it might be due to the size of the monitor. 24 vs 28... I'm not sure what I expected. At least it helped me understand how big the difference was so that I could make my decision.

The issue is that it's not scaling it up with Nearest Neighbor, it's probably using something more akin to a bilinear scaling algorithm, which does introduce blur.
 
having pretty shitty performance on my setup @ 1080p, very high settings

SLI 970
i7 2600k @ 4.0
8gb RAM

60-80 but with frequent dips into the 40's and even 30's when i'm driving. GPU's are never at more than 40%. One card actually runs better. Anyone else getting this?

That does sound like something's wrong, have you got the 350.12 Nvidia drivers installed? Can you post your in-game settings?

I have a 2600k @ 4.5, 8GB ram and sli 670's. With very high settings @ 1080p(basically what Philtastic said above, but I have long shadows on and 2 x MSAA and TXAA enabled) I get a pretty solid 60fps with some dips into the mid 50's in certain situations. I'm also over the recommended VRAM limit but that hasn't been an issue so far. Your system should be killing it. I checked my card usage last night after a solid hour and one card hit 96% and the other was 85%.
 
I don't know why some people still insist on MSAA. It's such an outdated method of AA, particularly with the huge performance hit

Eh, it's down to preference like anything. I find the jaggies in this game too distracting without at least MSAAx2, and I then add FXAA on top to smooth off what remains.

I'm getting some crazy artifacting all of a sudden. Huge black artifacts appearing all over the place that come and go randomly.

They weren't 'huge' but I did have strange artifacts when I was using MFAA. Try turning that off, if you're using it.

What does this even mean? What do I do. Explain master!

You've piqued my interest. Yet another thing for to endlessly tamper with like a stubborn child. Oh, the excitement.

NVCP > Adjust Desktop Size and Position > Perform Scaling on GPU

Concerning your settings, you have a few on that can have a pretty big impact on performance but aren't that noticeable or, in my opinion, aren't worth it. The first is Reflection Quality Ultra. The Nvidia guide (you know which one but for ease of access: http://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide) has that costing about 17% over Very High. Honestly, unless you love staring really closely at reflections, the performance hit is not worth it if you're chasing either locked 60 fps or raising other settings.

For me Reflections Ultra is a must. It's not just windows and rainwater puddles - it's the top of the car that we spend so much time staring at while playing this game, and I really did notice the pixellation on very high versus the definition of ultra. Obviously this becomes more apparent if you're driving something with metallic paint.

If it was a choice between that and grass I'd choose reflections any day, simply because grass Ultra is only apparent in certain areas, whereas reflections are pretty much everywhere. At night in the city especially, they contribute enormously to the ambience.
 
Is this 59Hz bug only an issue if you cannot select 60Hz in the game? I am able to select 60Hz but the game drops to 59fps consistently. I am going to unlock the frame rate and take off vsync to see if it drops to 59 or whether something odd is going on with the vsync/frame capping.

To those with stuttering: What vsync and display option (full screen/window borderless) are you using?

I had stuttering and this fixed it for me:

Game set to fullscreen
nVidia vsync (not adaptive); no in-game options vsync
Maximum pre-rendered frames set to 1 in nVidia control panel
60fps frame cap in Rivatuner

I hardly get any stuttering and any drops in framerate are not as noticeable (within reason of how much it drops).

On the RAM front I can't say I have noticed any difference going from 8GB to 16GB; running on an SSD; GTX970; I5-3570@4.3GHz.
 
Might as well throw in my experience if it helps anyone.

I7 4790, stock clock.
EVGA Geforce 770 4GB SC edition.
16GB DDR3.

I have bearly all settings on max including draw distance, MSAA is off and I rely on FXAA. Shadows are on low and sharp.

Getting 40 to 60 inside the cities where the lod is near, in the countryside in drops to 35-50 range.

Overall extremely happy, the game is gorgeous and even tho I get variable framerate it remains quite smooth.
 
Well that'll do it! Plus Ultra grass.
You're right, there is a heavy performance impact.


I will turn it down to High. I will also disable long shadows, reflection MSAA and turn reflections & post FX to Very High.

I don't know why some people still insist on MSAA. It's such an outdated method of AA, particularly with the huge performance hit

New FXAA is really not that much worse image quality nowdays. I'm not talking about when FXAA first came out a couple years ago. Any new game that's designed with high-quality FXAA in mind is really not that blurry
There is still a huge difference in terms of jaggies. MSAA is totally worth it.
 
Great, I have a crash every time at the FIB Heist, right at the end when we get back to Michael...
Seems I'm stuck now and can't go further in the game.
 
Great, I have a crash every time at the FIB Heist, right at the end when we get back to Michael...
Seems I'm stuck now and can't go further in the game.

Go to your options and turn on "Landing Page"

I believe it's under the save options. Had the same issue. That fixed it.
 
Have this on 360 and PS4, going to triple dip soon enough.


What settings can I expect to squeeze out playing at 4K? I'm fine with 30fps.


3770k
EVGA 970 FTW SL
16GB
W 8.1
 
I don't know why some people still insist on MSAA. It's such an outdated method of AA, particularly with the huge performance hit

New FXAA is really not that much worse image quality nowdays. I'm not talking about when FXAA first came out a couple years ago. Any new game that's designed with high-quality FXAA in mind is really not that blurry

I disagree, FXAA in this game is just bad. MSAA+MFAA makes the game looks so much crisper than the console version.
 
GTX 670 2GB works pretty well with the new drivers! I am on 1680x1050 but i'm getting a good framerate with all the effects turned up. I did have to make compromises on civilian variety and stuff to keep within the VRAM limit...
 
So those minimal requirements are for playing the game on very low, right?
Is the game look like shit on those setting or are the graphics more like on last gen consoles?
 
Is this game even playable with 8GB RAM? I pulled out one of my 8GB RAM sticks to see if it's the cause for the BSODs and crashes I experienced and the game is hitching and stuttering like fuck with fps drops raging down in low 30s. No matter if driving or walking.
It was running rather smooth with occassional dips to the fifties on the same setup with 16GB.

I play with 8GB no problem. Though 12 I think is the sweet spot. I notice drops a lot, but that's only when I'm raising hell with 5 stars on me. Other than that it's bee n pretty smooth. I wouldn't immediately blame lack of ram. Maybe a stick is going bad like I think you suspect already.
 
Every multiplatform game released so far indicates that there is basically no "coding to the metal" advantage with this current gen's hardware which are all pretty standard PC parts except for the Xbox One's eDRAM. In fact, if you add up all of the adjustments and performance hits I mentioned, it accounts for all of the 4x performance advantage that you quote (I'm assuming that is somewhat of an accurate measure?): 2x for double frame rate which leaves 2x left; Very High -> Ultra Grass is ~10%; High -> Very High Shadow Quality ~10%; Softer -> PCSS Soft Shadows is ~10%; FXAA -> 4xTXAA is ~20% (took this instead of Ultra Reflections since you don't like jaggies).
Added together for simplicity, those lead to a 50% decrease in performance from 2x = 1x = PS4.

Titan X is about 2.7/8 times faster than the PS4, not 4. GTX 980 is about 2.25/4.

This guy icecold is using MSAAx4 and TXAA. Huge performance killers not found in GTA PS4.

Like I said before, there's some spots that drop that I'm sure later drivers will fix. 99% of the time you're going to get 2-3x better running with 2-3x better GPU than PS4 as seen with many other games.
 
ps4 uses 0% extended distance scaling and very high grass. its pretty much a perfect match. i could trade msaa for ultra grass but the jaggies without msaa are just atrocious. its some of the worst aliasing ive ever seen. going to veyr high grass w/ msaa is too much of a perf impact. nvidia PCSS is the only way to mitigate at least a little of the terrible shadow aliasing you see with any of the other settings. i keep reflections on ultra because i have extra perf to spare in the city and that option wont make my country perf any worse than it already is. when it comes down to it, i could trade msaa for more grass, but thats about it.

going your route id be playing at the same res, double the framerate, no aa, better shadows and more grass compared to ps4. if ps4 and xbone were as powerful as my system, do you think the results would be the same?


There are a considerable amount of advantages with the PC version over the PS4 version. It seems you are frustrated with the performance you are getting which I get, but as Philtastic has said the PC version clearly outclasses the PS4.

The main issue I see is that you are stuck on using 4x MSAA with TXAA. I know a lot of long time gamers can't seem to separate themselves from MSAA, but its really an archaic form of AA nowadays. The way games are built now is just not conducive to using MSAA. The performance impact is huge, and MSAA doesn't even affect most of the image, which is why you would need to enable TXAA to add a post process element to it to affect alpha textures and all of that. 4x TXAA in this game is a massive performance hit and its simply not worth it. If you are chasing 60fps FXAA is the only option...unfortunately that is upsetting to many people who have Titans and are still married to MSAA as their AA of choice. I moved on from MSAA years ago, I don't even think about turning it on in recent games, its simply not worth it.

As Philtastic also said, you are using PCSS with all other shadow settings maxed, which will also crush performance, and adds a CONSIDERABLE improvement over the PS4's shadows. Even using Softest is much, much better than what we see on consoles.

As far as grass, if AO were working properly there would be no need to use Ultra grass. Very high grass with working AO would look almost identical I bet. Also the console versions seems to have "hand crafted" additions of grass in spots...that is to say there are sports where more or less grass is added likely to keep performance stable. On the PC version, I believe Very High grass is better than consoles in a bunch of areas....it may match consoles in some areas but in others theres more I bet.

There is also a difference between Ultra and Very High PostFX. There are changes to lighting effects that are noticeable IMO.

Also, 60fps is a considerable upgrade. Its double the framerate, it makes the game feel totally different to me.

I would suggest you drop MSAA. I really don't think the FXAA implementation is that bad, I've seen WAY worse in other games. Anyway hope you get to a place where you can enjoy the game because I do think its a pretty good port.
 
Interesting comments about MSAA, im currently considering dropping it in favour of the faster FXAA which i think looks great.Plus I can keep Very high grass and still have those fps in the 50-55 range. Is there a difference between forcing FXAA in the NVCP or having it on in game? Ive read comments suggesting to use the Nvidia version coz the in game is worse. Anyone know?
 
Is there a difference between forcing FXAA in the NVCP or having it on in game? Ive read comments suggesting to use the Nvidia version coz the in game is worse. Anyone know?

Performance wise I don't know, but enabling FXAA in the NVCP clears the mini-map aliasing ingame.
 
So those minimal requirements are for playing the game on very low, right?
Is the game look like shit on those setting or are the graphics more like on last gen consoles?


Which piece of hardware?

My i7 4770k obviously exceeds recommended, as does my 16gb of ram, but my gtx 670 is just the next step up from recommended.

With that I was running every on High or very High (even Very High textures which out me above my 2gb vram limit) and I was getting 60fps the majority of the time, I got the occasional stutter but it was just that, occasional, otherwise it was nearly flawless 1080p 60fps. So even with a 660 i would imagine turning some settings down a touch would keep it at 60fps or near as much on Medium to High settings at least.


Sorry I thought you said Recommended, not Minimum.

I dunno the game seems pretty well optimised. They weren't kidding with the recommended levels which is usually optimistic at best.
 
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