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EFLC Better Optimized Than IV?


Naroon
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I've heard murmurs around the web that the Episodes games were more well-optimized than the base game of IV. Is this true? It's no secret that GTA IV was one of the worst PC ports in modern history, so this would be intriguing if true.

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In my experience, I would say that it's pretty much negligible.

 

IV is unoptimized for dual-cores only. As long as you got HT dual core or a pure quad core, it'll run like a dream. And people are trying to max out all of the sliders, resulting in crappy performance.

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Ah, that's interesting to hear. Yeah, I've seen a lot of people just mindlessly turning all the sliders up and expecting 120+ fps somehow, lol. Seems lowering traffic density, shadows, and things of that nature would greatly reduce the rendering overhead. Cheers.

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Been playing both for years, actually upgraded my PC just to get IV to run a BIT better than usual.. and I can agree with them, EFLC (especially BoGT) run extremely well.

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Back in the days before I upgraded, I found that EfLC (TBoGT in particular) actually ran a good deal WORSE than vanilla. Apparently Rockstar pimped it out a bit more than vanilla with extra visual and lighting effects that put extra strain on the CPU.

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For me TLAD runs the best. Then IV comes second. TBoGT runs a little crapier probably because it's using the 1.0.7.0 shadows. On IV I'm using 1.0.4.0 for eye-candy reasons...

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In my experience, I would say that it's pretty much negligible.

 

IV is unoptimized for dual-cores only. As long as you got HT dual core or a pure quad core, it'll run like a dream. And people are trying to max out all of the sliders, resulting in crappy performance.

 

The sliders were never an issue for me. The only thing that really effected my performance was shadows.

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I wonder whose brilliant idea it was to make so many of the graphical options be processed by the flippin' CPU of all things. I know it was a straight port from the 360, but still, holy hell how incompetent can devs be sometimes? It's like the developers of Starcraft refusing to stop coding their games in x87... Just outright lunacy.

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I wonder whose brilliant idea it was to make so many of the graphical options be processed by the flippin' CPU of all things. I know it was a straight port from the 360, but still, holy hell how incompetent can devs be sometimes? It's like the developers of Starcraft refusing to stop coding their games in x87... Just outright lunacy.

It's not really any intentional 'idea' - it's just that since the start of D3D draw calls have been processed by the CPU, and we all know how much AMD and console developers have been talking about how high draw call latency is on PC - and IV's framerate is directly correlated to the amount of draw calls processed during a frame.

 

IV is primarily unoptimized due to its assets having a high material count, which would not have been fixable for PC without completely redoing all assets.

Edited by NTAuthority

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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In my experience, I would say that it's pretty much negligible.

 

IV is unoptimized for dual-cores only. As long as you got HT dual core or a pure quad core, it'll run like a dream. And people are trying to max out all of the sliders, resulting in crappy performance.

 

The sliders were never an issue for me. The only thing that really effected my performance was shadows.

 

 

I mean how people back in 2008 tried to put the view distance and/or detail distance slider ALL the way up to 100. Shadows are quite the performance killer though, gotta agree with that.

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I wonder whose brilliant idea it was to make so many of the graphical options be processed by the flippin' CPU of all things. I know it was a straight port from the 360, but still, holy hell how incompetent can devs be sometimes? It's like the developers of Starcraft refusing to stop coding their games in x87... Just outright lunacy.

It's not really any intentional 'idea' - it's just that since the start of D3D draw calls have been processed by the CPU, and we all know how much AMD and console developers have been talking about how high draw call latency is on PC - and IV's framerate is directly correlated to the amount of draw calls processed during a frame.

 

IV is primarily unoptimized due to its assets having a high material count, which would not have been fixable for PC without completely redoing all assets.

 

True. I imagine this was a major factor in RDR never making it to PC, the dev studio behind that outright stated that it was meant for PS3 & 360, so I guess the heads of R* didn't feel like giving them the budget to basically rebuild the game from scratch to work properly on PC.

 

GTA V on PC will most likely be really well optimized. Since both the PS4 and X1 are already x86-64 and the two systems rely on higher parallelization via multi-threading rather than fewer strong single-threads, I imagine the game should scale well on quad and hexacores, maybe even octocores too. Though it probably won't have Mantle API support if what the AMD guys hinted in one of their streams last week is true.

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I'm glad I can run shadows High and still have decent frames :p

 

Me too. Still managed to achieve over 30 FPS with shadows on high. Damn, my HD 6770 is still going quite strong.

 

The thing with IV is how erratic and unpredictable the FPS really is.

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I don't know why, but certain parts of the city cause a good deal of drops in FPS even though they don't seem visually demanding. I always get 60fps except for when I'm in Beachgate and when I'm looking at Algonquin from Hove Beach. Any other place and time, it's fine.

Edited by PhilosophicalZebra

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Actually, for me, for some reason Steam version of GTA IV ran quite better than the disc version, (6 FPS difference) but I had a lot less framerate drops, and I maxed out the settings (even applied AA to the max in the AMD settings) so I don't see a huge difference. Both run fine, really, but the view distance and draw distance sliders are things that cause a lot of lag on older systems.

 

You see, the game's 3D models were designed for the view distance of 21 and detail distance of 11 (which are the default on consoles), maxing out the sliders would cause the game to lag a sh*t ton simply because of that.

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the ironic one

I don't know why, but certain parts of the city cause a good deal of drops in FPS even though they don't seem visually demanding. I always get 60fps except for when I'm in Beachgate and when I'm looking at Algonquin from Hove Beach. Any other place and time, it's fine.

I've got the same problem in Chinatown. When I reach Chinatown FPS drops down. I suppose it's because of the number of light effects. There are lots of lanterns and lamps.

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I don't know why, but certain parts of the city cause a good deal of drops in FPS even though they don't seem visually demanding. I always get 60fps except for when I'm in Beachgate and when I'm looking at Algonquin from Hove Beach. Any other place and time, it's fine.

I've got the same problem in Chinatown. When I reach Chinatown FPS drops down. I suppose it's because of the number of light effects. There are lots of lanterns and lamps.

 

 

True, my framerate drops from 40 to 22 when I got to Chinatown. Anyone having framerate drops when looking to the right, after you got out of the Alderney safe-house?.

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BS_BlackScout

In my experience, I would say that it's pretty much negligible.

 

IV is unoptimized for dual-cores only. As long as you got HT dual core or a pure quad core, it'll run like a dream. And people are trying to max out all of the sliders, resulting in crappy performance.

Like a dream?

873f489047.png

GPU Usage with a i3 3220 2 cores 4 threads and a 750 Ti.

Most settings on High, not even putting the sliders on minimum gives me 100 - 96% of Usage.

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how is gpu usage relevant for a game that's limited by cpu singlethread performance due to its assets

 

see also: making it 'more optimized' would've required redoing all art

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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BS_BlackScout

What you mean with "redoing all art"?
Remodeling?

Also... Is it possible to do some really hard modding to improve the performance, or the game is really un-fixable?

Edited by BlackScout
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Also... Is it possible to do some really hard modding to improve the performance, or the game is really un-fixable?

viiv used to run at a quite nice framerate at max settings thanks to the v map being properly done, but then i broke something in tooling to make it heavier

 

the fps drops from streaming were still there and that's the only ones i consider a real issue, but they only exist in patch 7 and somehow not eflc/4

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Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding!

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BS_BlackScout

 

Also... Is it possible to do some really hard modding to improve the performance, or the game is really un-fixable?

viiv used to run at a quite nice framerate at max settings thanks to the v map being properly done, but then i broke something in tooling to make it heavier

 

the fps drops from streaming were still there and that's the only ones i consider a real issue, but they only exist in patch 7 and somehow not eflc/4

 

Well I've always had a thought about the map being an issue...

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