Graphic mods for GTA 5 PC. Grand Theft Auto V. Graphics. Settings Guide. Performance testing. Additional graphics settings

Maximum draw distance, particle quality, tessellation, grass quality... If you are trying to extrude from a new Grand Theft Auto V is still a couple of frames per second, you may be a little confused by some of the options in the settings. How much do they change the visual aspect of the game? How do they affect performance? What exactly are they?

Luckily, Nvidia has put together a handy GTA V graphics guide that explains all the visual settings and shows the difference in screenshots.

Of course, the higher the resolution, the more pleasant the game looks, but sometimes changing the settings does not make the difference so noticeable, but the increase in frame rate is significant. We missed the part of the guide where the company praises its products with all its might, but I am sure that it is not so important for players.

Of course, no one forbids you to reach everything yourself, relying on the method of scientific poking, but the manual will make your life much easier. After looking at the graphs, I'll likely lower the quality of the grass to achieve a consistent 60fps. True, all my short visits to Los Santos invariably end with the search for a pond where I can swim. Something is clearly wrong with me...

See translation of the guide below. Any questions can be asked in the comments below.

Grand Theft Auto V needs no introduction. It is one of the best-selling games of all time and has earned the highest critical acclaim of any game of the last decade. And now that the long-awaited PC version has finally been released, we offer you detailed analysis its technological content, which meets you in the face of a wide variety of graphics settings.

System requirements

Below are the official system requirements, showing how scalable Rockstar was able to make their game. Minimal ones allow you to run it even on old machines; If you want pictures like on consoles, then check out the recommended ones. However, to enjoy maximum graphics quality, you'll need something much faster.

Minimum

  • OS: Windows Vista 64-Bit or later
  • Processor: Intel Core 2 Quad Q6600 or AMD Phenom 9850
  • RAM: 4 GB
  • Video card: GeForce 9800 GT 1 GB or AMD HD 4870
  • DirectX: version 10 or later
  • Processor: Intel Core i5-3470 3.2 GHz or AMD FX-8350 4.0 GHz
  • RAM: 8 GB
  • Video card: GeForce GTX 660 or AMD HD 7870

Testing Notes

In Los Santos and Blaine County, no two seconds are the same. Trees sway, unscripted events occur, people are randomly generated. All this creates the atmosphere of a living, breathing world, but at the same time it makes perfect comparison and testing difficult. To counteract this variability, each test was run multiple times, and multiple locations were selected to test each setting.

In such cases, we resorted to quick saves, director mode, and gameplay scenarios to simulate expected performance in the game. But sometimes you still had to use the built-in benchmark. The problem is that each of its four parts produces a 5 fps spread from test to test. To mitigate the impact of this variation, we generated a starting point as the average of 10 tests at maximum settings. Then, to determine the impact of individual settings on performance, we ran five more tests for each level of detail of the option being tested and took the average of them, making the numbers as accurate as possible.

To visually compare the settings that require a reboot, additional tests were carried out with video capture via ShadowPlay at the highest possible bitrate and a speed of 60 frames per second. We received three-minute videos of ~1.6 GB in size, from which we subsequently selected images. They differ slightly from each other, but we believe that this is the most accurate way to reflect the impact of such settings on graphics.

Regarding the results presented: If you have a previous generation graphics card, expect a larger performance variance across different levels detailing. For example, GeForce GTX 900 series GPUs are faster at anti-aliasing and tessellation than the previous generation, so the difference between FXAA and MSAA or tessellation on/off will be less noticeable on them.

Finally, please note that while the built-in benchmark best reflects the impact of certain settings, actual performance may suffer greatly during action-heavy scenes at five stars or when walking through wooded areas. For greater reliability in determining performance, we offer you helpful advice: Halve any benchmark for intense moments in single player or when playing with 29 other people in Grand Theft Auto Online.

Exclusive graphical improvements for the PC version

Like any multi-platform game, Grand Theft Auto V looks and runs better on PC. Improved texture quality, visibility range and other familiar features, and added several additional options to make high-end configurations sweat. Further enhancing the visual realism of the PC version, we worked closely with Rockstar to introduce Percentage Closer Soft Shadows, TXAA Anti-Aliasing and 3D Vision technologies. And using GeForce GTX graphics card technology, you can boost picture resolution with Dynamic Super Resolution (DSR), enjoy smooth gameplay with G-SYNC, and stream the game to SHIELD devices and your TV with GameStream.

Soft shadows PCSS

NVIDIA PCSS is perfect solution for developers looking to implement believably softened shadows in their game. As in reality, these shadows become more blurred as the distance from the illuminated object increases, increasing the realism of the image and immersion in the game.

In Grand Theft Auto V, PCSS is activated by selecting "NVIDIA PCSS" in the "Soft Shadows" option, and this is what it looks like:

The comparison on the left shows “AMD CHS” (Contact Hardening Shadows), a technology that “dynamically changes the sharpness of shadows depending on their distance from the light source and the objects that cast them,” making “soft shadow blur more realistic.” On the right is "NVIDIA PCSS". Both technologies perform better than the standard Softest, Softer, Soft, and Sharp options, but only PCSS truly offers realistic shadow rendering.

In the following example, notice how the PCSS shadows fall on the ivy near the trash cans without the foliage darkening unnaturally. Moreover, the shadows on the tinted window of the store are also softened, as expected.

And finally, an example of the interaction of several shadows cast from different distances:

For PCSS to deliver the best results, enable the following settings to maximize shadow quality and visibility on all surfaces:

  • Shader Quality: Very High
  • Shadow Quality: Very High
  • Grass Quality: Ultra
  • High Resolution Shadows: On

We'll look at these settings in more detail a little later.

Performance: Grand Theft Auto V has a lot of shadows, cast from different distances and heights. But turning on PCSS will accurately account for these distances, making the environment more realistic.

With all other settings at maximum, you can squeeze out a maximum of 6.4 fps from the Soft Shadows option, which is relatively low considering the overall improvement in the picture.

TXAA Anti-Aliasing

NVIDIA TXAA is an anti-aliasing technology specifically designed to solve the problem of "temporal aliasing", the displacement of anti-aliased edges when the camera is rotated or the player moves. Temporary aliasing, commonly referred to as creeping or flickering, is especially annoying in games with detailed images and lots of moving objects, and Grand Theft Auto V is a prime example of such a game. By combining MSAA anti-aliasing with special movie-style CG techniques and a temporal filter, TXAA effectively combats temporal aliasing while simultaneously smoothing geometry better than 8x MSAA.

In Grand Theft Auto V, TXAA is available alongside MSAA and FXAA, for a total of seven anti-aliasing options, giving players plenty to choose from based on their preferences and performance considerations. The following is a comparison of each option (note that to enable TXAA, you must first select MSAA 2x or 4x and then set TXAA to “On”).

During the game, when everything is in motion, the temporary aliasing is much more noticeable than usual, as in any other open world game. As we said, TXAA is the only way to fight it. However, from the images we can only check the quality of the picture: in the case of FXAA, sometimes anti-aliasing is barely noticeable at all, small distant details are displayed incorrectly, and blur is observed in free spaces. MSAA, meanwhile, shows edges on some objects (possibly shader aliasing) and does not smooth others at all, which is also noticeable on TXAA, but to a lesser extent.

For those using MSAA, we often recommend turning on FXAA as well, to effectively smooth out alpha textures used in foliage, chicken wire, and other small details that would be unprofitable to create as geometry. However, in in this case Grand Theft Auto V appears to use a shader or additional post-processing similar to World of Warcraft's "Multisample Alpha Test" to smooth out alpha textures while using MSAA. The advantage of this technique can be seen in the comparison below.

Owners of GeForce GTX 600, 700, 800, or 900 series video cards based on Kepler or Maxwell architecture should opt for TXAA, which effectively removes temporary aliasing - one of the most annoying artifacts in any game. For best results, combine TXAA with DSR to eliminate any remaining aliasing.

If your video card does not allow the use of TXAA, then the best solution There will be DSR in combination with FXAA, which traditionally performs better than MSAA in low resolutions.

Hardware anti-aliasing has a major impact on performance, but if you want the best picture quality, it's a price you pay.

Additional graphics settings

Ambient Occlusion

The diffuse shading effect adds contact shadows where two surfaces or two objects meet and where one object blocks the light from reaching the others. However, there are currently no AO shadows in Grand Theft Auto V due to an application bug. Hopefully this will be fixed in an upcoming update, at which point we will review the impact of this setting and update this guide.

The diffuse shading effect adds contact shadows where two surfaces or two objects meet and where one object blocks the light from reaching the others. However, now in Grand Theft Auto V this setting does not work quite correctly, it is expected that full functionality will soon be returned to it with the help of a fix. However, savvy players have found a way to get around this problem: change the Ambient Occlusion value, apply, change PostFX to Normal, apply, change PostFX back to Ultra (or another previous value).

This method allows us to demonstrate the difference between Ambient Occlusion High and Off, but Normal still doesn't seem to work, being completely indistinguishable from High. Rest assured, we will return to this setting when the official fix is ​​released.

The example above shows the expected effect of using Ambient Occlusion.

In uninhabited areas, Ambient Occlusion changes the brightness levels of overlapping shadows on the grass and ensures that the vegetation that falls under the shadow is properly shaded.

In the city we see a more believable picture in the foreground and minor changes on the back.

The latest comparison demonstrates how Ambient Occlusion works at extreme distances, adding shadow to even barely visible objects.

Performance: In its current inferior state, Ambient Occlusion costs a few frames per second while significantly improving graphics, making it a must-have option.

We'll let you know if anything changes after the official fix is ​​released.

Anisotropic Filtering

Anisotropic filtering improves the display of textures that are located in the distance or at an angle to the camera. In Grand Theft Auto V it works as expected, with as little performance impact as you'd hope.

DirectX

Grand Theft Auto V offers three versions of DirectX: DirectX 10, DirectX 10.1, and DirectX 11. The first two are added mainly for compatibility reasons with older graphics cards that do not support DirectX 11. However, you may still be wondering if they will run faster , despite the fact that version 11 has more features, it is better optimized, and its performance in games is regularly improved in new versions of GeForce drivers.

Well, we checked this by disabling in advance in DirectX 11 mode functions that were not available in older versions.

Unsurprisingly, performance was better on DirectX 11, so we decided to include additional graphical improvements that do not work on older APIs.

Distance Scaling

This option in Grand Theft Auto V controls the level of detail, changing the amount of detail displayed at any given time and adjusting the quality of distant objects when they first enter the frame. High values ​​increase the quality of buildings and surrounding terrain, increase the number of objects, cars and pedestrians, and more accurately display all game elements when the distance between them and the player changes.

To maintain the game's impressive range of vision, large objects such as tall buildings and mountains are always visible, but with varying degrees of rendering depending on the player's location. When the player gets closer to them, Distance Scaling increases their detail.

The most noticeable effect of this setting is the reduction in the likelihood of objects suddenly appearing in the player's field of view. You can easily experience this unpleasant phenomenon by reducing Distance Scaling and driving around the city at high speed, or running a benchmark. Choose the level of detail based on how much it annoys you.

Performance: The impact of Distance Scaling can vary greatly from location to location and is highly dependent on all other options. For example, with a low Population Density value, the effect of Distance Scaling will not be too drastic, because there will be fewer cars and pedestrians on the streets. But if Grass Quality is turned up to the limit, and you are somewhere in the forest, performance will immediately drop.

For the test, we chose a location with a variety of game elements, where the influence of Distance Scaling turned out to be moderate. But, as already mentioned, everything greatly depends on other game settings, the environment and the gameplay scenario.

Considering the prohibitive level of sharply appearing objects at low values, Distance Scaling is one of the most important and priority settings. Just be prepared to change it when entering a new location by adjusting the other options.

Extended Distance Scaling

As the name suggests, this is an expanded version of Distance Scaling, adding more detail within its sphere of influence and far beyond it. This is particularly evident in our first set of comparisons, where all objects have become more detailed; New details also appeared on the hill near the Vinewood sign.

Performance: The high level of detail of each game object is expected to greatly reduce performance. And again, a lot depends on the location and other settings.

Of all the options, Extended Distance Scaling has the most detrimental effect on performance when there are a lot of people, cars, police, grass and explosions around, which is not possible to accurately test. Therefore, it is strongly recommended to use it only on the most powerful computers.

Extended Shadow Distance

In addition to extending shadow distance, Extended Shadow Distance increases shadow quality, adds new shadows, and improves their fidelity, turning rough, blurry shadows into well-formed, detailed shadows.

Performance: Despite being placed in the Advanced Graphics menu, even a high level of this setting has a negligible impact on performance in any scene and at any resolution.

Extended Shadow Distance is not a necessary option, but if you have the performance to spare, it is worth enabling to display shadows under cars and some objects at medium to high distances and to improve the quality of all shadows.

Grass Quality

In the initial stages of Grand Theft Auto V, this setting has little effect on performance, but once you get out of the city and into nature, the difference will immediately become noticeable. In such places, the frame rate drops noticeably even on the most powerful configurations.

On Ultra, vast areas are surrounded by foliage, flowers and grass with high level detail and potentially with high resolution and Very High quality shadows, depending on your settings. On Very High, the amount of distant vegetation is reduced, the remainder has no shadows, and some closer objects have fewer additional shadows. Objects and textures are already starting to appear sharply in front of the eyes, and this makes everything even worse when reduced level detailing. Further, at High the vast majority of shadows are removed, and at Normal almost all vegetation is removed.

Take a couple of steps back and most of the grass on the hill falls out of sight, instantly increasing productivity.

Our last example demonstrates the difference in levels of detail over extended terrain.

Performance: Grass Quality is the most power-hungry option of all, and remains so even with low shadow settings.

Only the fastest systems can handle Ultra, and Very High can only handle new hardware. In other cases, you should stop at High, because at Normal there is almost nothing left of the grass.

High Detail Streaming While Flying

This option works similar to the level of detail for flights, increasing picture quality at the expense of performance. Without it, the number of suddenly appearing objects increases, but it is worth noting that in flight this is inevitable in any case. However, when you disable the option, this becomes more noticeable.

Performance: The impact of this setting, like many others in Grand Theft Auto V, is highly dependent on location and other settings, and in this case, also on altitude.

In the gaming benchmark the difference remains within 4 fps, but when playing in the city it is already more significant. If you're a frequent flyer, this setting is worth turning on, but if flying isn't your thing, you can safely leave it out for extra performance on those rare occasions when you do take to the skies.

High Resolution Shadows

Everything is clear from the name - the setting increases the detail of shadows. However, this is only really noticeable at Sharp in soft shadows. The example below demonstrates how the quality of shadows changes depending on the surface on which they fall and their distance from their subject and from the player.

Please note that for this option to work, Shadow Quality must be set to Very High.

Performance: This is an advanced shadow option that offers maximum realism. However, taking into account its relatively strong influence on performance, owners of weak systems are better off choosing Soft Shadows with the Soft value. This will not only mask the lack of fidelity in the shadows, but will also help hide the aliasing that occurs when High Resolution Shadows is turned off.

In some cases, High Resolution Shadows have a greater impact on performance. As a rule, this applies to wooded areas with an abundance of vegetation of Ultra and Very High quality.

Ignore Suggested Limits

By default, this option prevents players from setting settings higher than the available amount of video memory. By setting it to On, you can enable any settings. Please note that this can lead to significant performance degradation, stuttering (when data is uploaded/loaded into video memory) and crashes. Most users are better off leaving this option disabled.

In-Game Depth of Field Effects

This option is useful if you like a stylish blur of the background and other elements when getting into a car, turning a corner or aiming. Its use, by analogy with Motion Blur, is a matter of taste. The option becomes available when the PostFX quality is set to Very High or Ultra. In theory, it works well in intermediate cutscenes and captures the player’s attention on important events, but in fact sometimes blurs the entire screen incorrectly during games, and then switches back to a sharp image too quickly.

Performance: Depth of field effects will cost you at most 1.6 fps in game, plus a couple more frames per second in cutscenes, but due to their non-interactive nature, this is usually not noticed.

To slightly increase performance without sacrificing image quality, you can turn PostFX down to Very High – we’ll talk about how this option works a little further.

Long Shadows

Long Shadows is responsible for more reliable shadows during sunsets and sunrises (the time can be set manually in Director mode). True, the effect is so insignificant that not everyone will accurately determine the difference even with a direct comparison.

Performance: The effect is not the most obvious, so you can safely disable the option, saving a couple of fps.

Particles Quality

Correctly assessing this option is not an easy task. All explosions in the game are different from each other, and physics and weather enhance these differences. We can say for sure that Particles Quality makes explosions and other effects more voluminous and detailed, and at High and Very High values ​​shadows appear on particles.

Our example is far from ideal, but of all the screenshots and videos, it most clearly demonstrates the effect of the option. Note the flames around the white van on the left and the overall quality of the explosions.

Performance: The most suitable particle testing tool is the gaming benchmark, despite its variability, so its results are shown in the graph.

In general, when unscrewing the option, the quality of the effects and the number of particles increases slightly. During large firefights and alternating explosions, the number of particles on the screen increases, but we never noticed a huge impact on performance. Even in the most intense scenes, the frame rate drops by a maximum of 6-10 fps.

Population Density

Take a closer look at this option if you want Los Santos to be full of life and its streets filled with people. However, as with Particles Quality, it is difficult to evaluate due to the randomness factor, and the changes do not take effect until you leave or travel far enough from your current location. Therefore, here we again have to use a benchmark.

Quite expectedly, along with increasing the settings, the number of pedestrians around the player also increases (at 50%, several people are displayed a little further away). Regarding transport, there is much more variability - at maximum settings, the amount of traffic changes dramatically from one test to another. At 0% we noticed one single car at a very long distance, so we decided to check the placement of cars in other scenes. It turned out that the transport does not necessarily appear in the immediate vicinity of the player; sometimes it appears at the very border of the coverage area of ​​the Distance Scaling and Extended Distance Scaling options. In comparison, pedestrians almost always appear at short to medium distances.

The second stage of comparisons more accurately shows the effect of the option on traffic density. The most eagle-eyed readers may notice cars on the next section of the highway, behind the rise, at all levels of detail. Since they are not really visible, they have almost no impact on performance, but they help make the world come to life (remember, the distance they are displayed depends on two Distance Scaling settings). As they get closer, the game will show them in more detail or remove them from view, depending on the Density setting, which can be a little annoying when flying. On the road, you won't notice it, so it's a pretty neat trick for making the world more believable. Everything looks especially beautiful at night, when cars drive with their lights on, creating the atmosphere of a bustling metropolis.

Performance: Calculating the impact of Population Density on performance is an equally challenging task. The benchmark shows a difference of several fps, but in real gaming situations this spread can be doubled. or even triple it.

Based on our tests, we recommend 75% as a happy medium. The roads and sidewalks will be fairly busy, leaving you with a small amount of performance left over for other effects. However, note that as the number of pedestrians and vehicles increases, the effects of reflections, shadows and post-effects will affect the frame rate much more seriously. You may have to reduce their quality at high Population Density if performance gets too low.

Population Variety

This option is unique in that it does not affect performance, but does have a noticeable effect on the overall realism of the game. The easiest way to explain it is this: if there are 100 different Vehicle and 50 different pedestrians, then 50% Population Variety will load 50 cars and 25 pedestrians into video memory, which will then be randomly distributed throughout the game world. At 100% Population Density, this will result in duplicate copies in every scene, which will interfere with immersion in the game. A high Population Variety value will reduce the number of “clones” and add variety to the traffic flow.

According to generally accepted rules design, each model of a pedestrian or car consists of the same number of polygons, so that the cost of rendering five different people corresponds to drawing one person five times. Each model and texture set requires a certain amount of video memory, and Population Variety allows Grand Theft Auto V to load more unique resources into memory.

Thus, this option depends only on the memory of your video card, and Population Density determines performance. For those with only 2GB available, it's best to compromise on memory-intensive settings, and in our opinion, quality shadows and textures are more important than Population Density.

Post FX

Post-effects such as motion blur (optional), bloom, lens flare, constant background depth of field and HDR are the main components of this option, but sometimes you will also see twilight rays (“God Rays”), haze and other volumetric effects . Note that In-Game Depth of Field Effects and Motion Blur require Ultra or Very High settings to work.

Turning it down to Very High reduces the quality and intensity of the bloom on certain lighting objects, such as headlights, and, if you look closely, the fidelity of other effects is also slightly reduced. At High the quality is even lower, and some reflections also disappear. Finally, on Normal, the quality of the effects completely drops, and bloom is completely turned off.

Performance: Interestingly, some players have reported significant performance gains when lowering Post FX from Ultra to Very High, seeing increases of up to 10 fps. This goes against our own tests, even when we select the same locations and test the same video cards with the same settings as these players. We are perplexed as to why this happens, and we advise you to personally test this option on your computer.

We tested Post FX in a foggy city location filled with lights and traffic during twilight, which created an excellent combination of many intense effects. At other times of the day and under other weather conditions, the difference between Normal and Ultra was only 3-5 fps.

Given the degradation of the image on Normal and the minor impact on performance (in our tests), we recommend the Very High setting to maintain performance with decent image quality.

Reflection Quality

This option is responsible for the quality of reflections on cars, glossy floors, glass, puddles, the surface of ponds and mirrors in bedrooms and hairdressing salons.

Wipe down your microscope and you can see the difference between Ultra and Very High in our example. The differences between Very High and High are already more noticeable - the reliability of the reflections decreases. On Normal they lose a lot of detail, and reflections on other surfaces disappear completely, which you'll notice instantly in the next set of comparisons.

In open spaces, the difference between the different settings becomes more obvious: going from Ultra to Very High softens large reflections, High blurs them even more, and Normal fades them from vehicles, windows and buildings. Moreover, the few remaining reflections on the floor and water begin to twitch.

On a rainy night, the lack of reflections on Normal is especially detrimental.

In homes and hairdressing salons, the option manifests itself most noticeably, because there you can get close to the mirrors, and the surroundings are reflected accurately, and not approximately, as on the building from the other example.

Performance: Similar to many other settings, the impact of Reflection Quality can vary greatly. More cars, windows, water and houses mean more reflections, and high Distance Scaling values ​​result in more reflected detail. For our test, we chose a rainy walk through the city center with lots of traffic and skyscrapers.

At certain points in the game, Very High and Ultra settings significantly reduce performance, and Normal has a terrible impact on image quality, so we recommend that players stick to at least High, perhaps even at the cost of other settings. And if you seriously care about your hair, you will have to set it to Very High for clear reflections in hairdressing salons.

Reflection MSAA

This option smoothes out reflections, but since the entire game world—and you yourself—is always in motion, you're unlikely to feel any visual benefit.

The car dealership example demonstrates that there is virtually no difference between regular and smoothed reflections. The most noticeable differences we found are shown in the example below, and even compared to 8x MSAA, the picture barely wins in quality.

And finally, an example in which at High the effect of the Parallax Occlusion Mapping technique disappears, which causes excessive relief of almost all surfaces in the game.

Performance: Lowering the setting from Very High to High has a minimal effect on the graphics, but on Normal almost all scenes look worse, especially in places where anisotropic filtering stops working correctly. Therefore, most players should stick to High.

If you still have to set it to Normal, try to compensate for the lack of anisotropic filtering by turning it on in the NVIDIA control panel.

Shadow Quality

Shadow Quality works hand in hand with High Resolution Shadows to enhance the clarity and fidelity of all shadows - just as Distance Scaling works with Extended Distance Scaling to enhance the level of detail. Therefore, as with high-resolution shadows, Shadow Quality performs better with soft shadows set to Sharp.

Performance: Shadow Quality has a moderate impact on performance, and high settings consume a lot of VRAM, but with graphics improvements across the board, it's worth it.

You may be quite happy with the High value if Soft Shadows is set to something other than Sharp, since blurred shadows mask aliasing and loss of detail.

Tessellation

Tessellation typically adds geometric detail to surfaces, objects, and characters. In Max Payne 3, the latest RAGE engine game to be released on PC, tessellation added some curves to Max's ears, clothing, and car tires. Grand Theft Auto V uses it just as sparingly, adding detail to some trees, bushes, wires and bodies of water.

Of all the above, only the tessellation of trees is noticeable during the game, and only it has a sufficient visual effect for comparison in screenshots.

With each step of increasing the tuning, less and less new geometry is added, to the point where at Very High the improvements are almost impossible to detect (if you're interested, they can be found closer to the bottom of the right tree in the foreground and at the bottom of the tree in front of the basketball court).

Performance: The impact of tessellation depends on the number of tessellated objects near the player, but overall it has almost no impact on performance.

Performance: There are no hidden functions in the Texture Quality option, so performance remains virtually identical at any value.

If you have a large performance headroom and little video memory, you can set the option to High, adding more visual effects instead.

Water Quality

Our exploration of Grand Theft Auto V's abundance of settings ends with water quality.

As you can see for yourself, Very High and High produce almost the same picture, only the quality of the ripples changes slightly, and even this can only be noticed after prolonged observation. On Normal, almost all details are lost and the reliability of transparency and caustic simulation deteriorates, as well as the reflectivity of the water surface.

Performance: Sacrificing the quality of all the puddles, pools and ponds in the game can gain very little extra frames per second, so we recommend setting Water Quality to at least High on all systems.

Individual video memory consumption

Now you know how many different options there are in the game and you are probably already trying to figure out the optimal combination. But do you have enough video memory? You can check this in the game, but it only shows the total amount, not the cost of each setting individually. For this reason, we've compiled our largest graph yet, showing the VRAM consumption of each setting at 1920x1080 resolution, starting at a minimum of 1066 MB. Please note: Ambient Occlusion – High, Soft Shadows – Soft, Softer and Softest consume 1 MB each, but are not included in this graph, nor are settings that consume no memory at all.

Note that you'll need an additional 1,335 MB for the very best textures at this resolution, and another 1,211 MB for MSAA 8x. In total, you will need a video card with 4 GB of memory to crank up all settings to the maximum in 1920x1080 mode, and the TITAN X can handle this at higher resolutions.

Grand Theft Auto V on PC: Worth the wait

Multi-platform games almost always look and perform better on PC, and we rightfully add “definitive edition” to their name. But the PC version of Grand Theft Auto V, made with such love by Rockstar, clearly deserves more. You have access to rich graphics settings for a wide variety of configurations, an abundance of control and review options, as well as completely new functionality like the Rockstar Editor and Director Mode. There is little more one could ask for or dream of - the range of features and options can put many PC exclusives to shame.

As such, Grand Theft Auto V undeniably represents Rockstar's true vision, simulating a living, breathing world full of detail, with incredible draw distances, cinematic effects that enhance the immersive story experience, and the ability for fans to create and share their own stories. With the high scalability of the engine and game settings, almost everyone can enjoy the game, usually with more high resolution and frame rate compared to other platforms.

If you still haven't purchased Grand Theft Auto V, buy it now on Steam or other authorized distributors; By the time you get bored with single player, multiplayer and chases, the modding community is sure to have something in store that will drag you back to Los Santos.

Well, we waited for the game to come out on PlayStation and Xbox... Now we wait for it to appear on PC. With the release of the computer version, of course, various mods for graphics in GTA 5 PC will appear, and now we present you these mods on game consoles, we want you to compare the previous game from RockStar Games Social Club in this series and Grand Theft Auto 5 - you will feel the difference.

It can be immediately noted that so far no significant differences are visible. Yes, the game has become softer, more enjoyable and natural. But there is no real breakthrough in the field of graphics, as there was, for example, with Cameron’s film “Avatar”. He made a splash in the world and, indeed, they have not yet been able to surpass him, even after so many years.

Perhaps over time, just in time for the release, the developers will be able to achieve not only such diversity among what we can do in the game: jump from a parachute, have animals, and much more, but also surprise us with their textures and imagination.

Realistic mod Sharp Vibrant Realism will improve the graphics in the game to a good level, now all objects, characters, cars, grass, water, sky, moon - everything you see in the game will be very realistic. The Custom ReShade team pays great attention to the smallest details.

What's new?

  • latest version of ReShade
  • improved SMAA and FXAA
  • the most realistic objects
  • graphic effects configured

How to install a graphics mod in GTA 5?

  1. unpack the archive into the root folder of the game
  2. run the ReShade Setup.exe file and select GTA5.exe in the game folder
  3. to turn on or off use Pause/Break

An amazing game project called GTA 5 Redux will help you take a fresh look at some aspects in the gaming world. The developers claim that its installation is a global graphics mod for GTA 5, and it will significantly improve a number of visual indicators, making them more beautiful, colorful, exciting, realistic, attractive, etc. However, despite the fact that the concept of better is purely individual for everyone, let’s figure out exactly what opportunities the presented modification will open up for us.

This time the presented modification will completely change your idea of ​​the Grand Theft Auto V universe. It is this modification that radically improves all visual effects in the game project, here you will find new textures in 4K resolution, new effects of explosions, flames, smoke, particles, as well as completely The redesigned physics and weapon system will not leave you indifferent. And right now you have the opportunity to download GTA 5 Redux torrent 2017 – 2018 on our game portal.

Graphic arts

This time, for fans of high graphics, textures have been delivered in 4K quality! However, we must not forget about improvements in damage to cars and various weather effects, which are pleasing to the eyes of gamers. In addition, the developers have added DOG effects in order to improve appearance Pictures. However, the most important thing in all this is the improved physics of various objects, even such small ones as leaves from trees or garbage from garbage cans, dirt.

As for everything else, this is the same game that many gamers have come to love so much. It’s just that immediately after the project is released, they immediately begin to create special modifications for it, which significantly change many aspects of visual perception. And for this reason, the graphics now look much better, and one might even say, super-realistic, and can compete with representatives of the gaming segment of today, despite the fact that the game itself was released back in 2014.

Game improvements

This time the improvements in GTA 5 Redux affected color range. In addition, the developers replaced all the textures of roads, curbs and pedestrians. Brand new textures have appeared in 4K resolution. Damage to cars and some objects, reflections and weather effects have also been improved - they have now become even more realistic. Well, the physics of small objects (leaves, garbage, smoke, dirt, etc.) is simply amazing in its scale.