GTA V PC(Definitive Edition) Thread

Fatboi1

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The visual differences between GTA V on PC and GTA V on current generation consoles are admittedly less stark than they are between the current generation version of GTA V compared to the original PS3 and Xbox 360 versions, but they are immediately noticeable. There’s an increased sharpness to all that additional granular detail Rockstar massaged into the current gen remaster. There’s also definitely an undeniable smoothness added to proceedings by virtue of the fact GTA V on PC runs at 60FPS; it’s the only version to achieve a framerate higher than 30FPS.

Depending on your hardware GTA V on PC also supports resolutions “up to 4K and beyond” and this brings an incredible amount of additional clarity to the world, both close up and particularly over long distances. The draw distance for the PS4 and Xbox One version was doubled over the previous generation versions but on PC that’s been blown out even further. Parachuting high above the Mount Chiliad side of the Alamo Sea I note Los Santos’ tallest buildings are not only completely visible from this distance, but amazingly crisp. Impressive, considering they’re nearly the entire length of the map away at this moment.

For PC players who lack the hardware to fully exploit GTA V’s 4K capabilities Rockstar assures me 1080p is achievable with average specifications, and that the game is optimised to look and perform well on a wide range of machines. Rockstar has also baked in a wide selection of options that players can fiddle with in order to either increase performance or visual fidelity, one of which is a city density slider which allows us to determine just how bustling streets and footpaths are and how busy the city can be around us at any given time.

“The PC version of Grand Theft Auto V is the result of a collaboration between the core Grand Theft Auto team and our lead PC developers from across all of Rockstar’s studios,” explains the Rockstar North team. “Over the past few years, we realised that in order to really improve our PC versions, the core games team had to work a lot more closely with our PC-focused developers.”

We first put this into practise with Max Payne 3 and we were really happy with the results, so the same key group that worked on Grand Theft Auto V was much more involved in the development of the PC version this time around.
http://www.ign.com/articles/2015/04/08/hands-on-with-gta-5-on-pc-at-4k

MP3 ran like butter on my pc. This bodes well for pc brehs.

@Ciggavelli This one sounds polished :mjcry:
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King Sun

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There should alaways be a disclaimer that the results depend on your PC. I can see PC master race *CACS only* trying to run this where they're emachines
 

Fatboi1

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We've played GTA 5 running at 4k resolution at 60fps, and it's glorious. You'll need a mega-rig to get that smooth performance at such a high resolution, but at 1080p, it ought to be easier, especially considering the number of graphics options you can tweak to keep framerates smooth. It's nice to see motion blur and depth of field options in there, and for anyone that really wants to push, there are advanced options for distance scaling, anti-aliased reflections and advanced soft shadowing.

Video memory slider: shows you how much video memory is being used in MB.
Ignore suggested limits option: game detects your setup automatically, but you can push your system further if you like.
Options for screen type, aspect ratio and refresh rate.
DirectX Version Output monitor: 1-3
Anti-aliasing: FXAA, MSAA and Nvidia TXAA supported.
Pause game on focus loss.
Scaling bars for population density, population variety and distance scaling.
Texture quality: normal to very high.
Shader quality: normal to very high.
Shadow quality: normal to very high.
Reflection quality: normal to very high.
Reflection MSAA
Water quality: normal to very high.
Particles quality: normal to very high.
Grass quality: normal to very high.
Soft shadows options: softer, softest, AMD CHS, Nvidia PCSS
Post FX options: up to ultra.
Motion blur strength: scaling bar.
In-game depth of field effects: on/off.
Anisotropic filtering: up to x16 .
Ambient occlusion options.
Tesellation options.

Advanced graphics
Long shadows: on/off.
High resolution shadows: on/off.
High detail streaming while flying: on/off.
Extended distance scaling bar.
Extended shadow distance bar.
Benchmark testing.

Plus, here's a glimpse of GTA 5 PC's control options. Mmm, raw mouse input.

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http://www.pcgamer.com/gta-5-pc-graphics-options-in-full/
 

ShoGun Of Harlem

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My RMA'd cards better come sooner rather than later. fukking nvidia :beli:

So glad about the draw distance though. I hate fukking pop-up with a passion:pacspit:
Pretty much why I couldn't play it on the 360....When it on the first consoles I was already so used to PC games that the pop ups in GTA bothered the shyt out of me. Knowing a PC version was going to come out I had to stop playing. Little did I know I was going to have to wait 2 god damn years.
 

daze23

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http://www.pcgamer.com/gta-5s-pc-exclusive-video-editor-is-its-killer-feature/

GTA 5's PC-exclusive video editor is its killer feature

After playing GTA 5 on PC, I’m not overly excited about playing in 4K resolution at 60 frames-per-second. Nor does the prospect of a prettier draw distance and foliage stand out as sufficient reason to replay Rockstar’s classic. These things help of course – GTA 5 on PC looks gorgeous – but something else, something intrinsically ‘PC’, has me more interested.

It’s the video editor. The creative element is what makes GTA 5 a truly native PC experience, and imagining what the community will do with this toolset—considering all we’ve achieved with the likes of Minecraft, Gary’s Mod, Arma 3 and much more—is staggering. YouTube is gonna buckle under the weight of this surge in creativity, and with tools as intuitive and powerful as GTA’s video editor, a lot of it is going to look really good, too.

I don't realise I'm being recorded. The Rockstar rep tasked with chaperoning me through Los Santos had a heist in mind, but there I am, standing at a crossroads somewhere in upper Los Santos, blowing police helicopters out of the air with a grenade launcher. It’s really satisfying and funny, but as the minutes crawl past I realise it must be weird. I’m still here killing cops and the Rockstar rep is sitting there, in silence, watching me do it.

“I’m just testing the frame rate,” I say as six crumpled police cars go up in flames. The frame rate holds up very well—perfectly in fact—because, like Sam did for his impressions, I’m playing on a rig that can handle 4K at 60fps. The destruction is gorgeous. I want to stay there with my grenade launcher, but I don’t want the rep to think I am insane.

“Frame rate seems okay,” I say with a straight face. “Can I fly a jet now?”

The rep spawns a heavy duty Hydra jet. As I take to the skies above Vinewood on my way to Mount Chiliad, I’m hit with the first of many ‘wow’ moments during my two-hour hands on time with the PC build. GTA 5 looked amazing on last-gen consoles and incredible when it made the conversion to new-gen consoles, but now it kinda looks like real life. Flying about 500 metres above the Vinewood sign and looking west towards the ocean as the sun melts into the horizon, for a moment I feel like I don’t want to destroy something.

The draw distance is noticeably better and crisper than in the current-gen console version, but what impresses most is the lighting. As I draw closer to Mount Chiliad the city behind me emits a glowering light pollution, while the plains over the Vinewood hills are still and eerie, save for scattered networks of highway and the pulsing of headlights. As for Chiliad itself, it’s a looming mass of black, with only the guiding lights at the peak providing shape.

Overwhelmed by the beauty, I nosedive my high speed jet into a nearby highway, killing myself and several carloads of commuters.

Little of what I’ve written above tells you more than you already know about GTA 5. The game’s been out for nearly 18 months on consoles, and if you want to see all the cool stuff that can happen in Los Santos there are thousands of videos to choose from on YouTube. On my way to the Sydney Rockstar offices last week, I wasn’t overly excited by the prospect of seeing a better looking version of a game I’ve played through twice, but when I left the office several hours later, I felt that electric sensation you get when you’ve seen something truly impressive.

The Rockstar rep takes me back to my embarrassing little standoff at the upper Los Santos crossroads. That whole sequence was recorded—all six gruelling minutes of it—and I’m free to turn it into a cinematic masterpiece. Using the editor is as simple as setting marks on the recorded footage, which determine separate sections in the film. These can be as long or short as you wish. Once a section is made you can choose from a series of preset camera angles which can be zoomed in and out, but free camera is the most powerful tool, allowing you to position the camera wherever you like within a certain range of the action.

After five minutes of fiddling I’d turned my violent fracas into a shaky cam video nasty, replete with wobbly VHS filter and 'artistic' handcrafted camera angles. If I’d desired I could have sped up or slowed down the footage (from 5 to 200 per cent of the original speed), or applied some of the other filters I browsed including ‘gonzo’ (presumably named because it resembles the cinematography in Fear and Loathing in Los Vegas), ‘drunk’ (self-evident) and a number of noir-esque darkening effects that remove the last shred of evidence that this is, in fact, a video game.

It only took a matter of minutes tinkering to make my lazy helicopter target practice into a captivating (I thought) cinematic film. With the depth provided by the tools at hand (I didn't even touch the many audio options, which include mixers to adjust music and environmental sounds) and knowing that most people have better video editing prowess than I, it's only a matter of time before clever folk up the ante on projects like this.

There is a Director Mode also, which allows you to change weather effects, choose from an array of characters (human and animal) and even use built-in dialogue, but I didn’t get to see that. The standard video editor is likely to keep anyone with even a close-to-zero interest in filmmaking busy, and when applied to GTA Online and the type of shenanigans people get up to in that sandbox… let’s just say, you won’t need to buy GTA 5 to be entertained by it come April 8. If what I saw is anything to go by, GTA 5 isn’t just better on PC: it belongs there.
 
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