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GTA V Next-Gen Comparisons Thread


sutalu
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Spider-Vice
Message added by Spider-Vice,

Please try and keep any general discussion/praise/criticism/etc. that's not directly to do with analysing the game's visuals in the main megathread, thanks!

 

This topic is not to discuss graphics mods or how much you like or hate them or their creators, please keep it on-topic with discussion about the GTA V stock versions.

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A quick video I've made to compare the raytracing shadows.

 

What I see:

 

- More detailed shadows

- More casted shadows in distance (you can see these shadows in the thumbnail of the video, the door and electric panels)

- Diffused shadows in distance (again, in the thumbnail of the video, the shadow of the pole on the left)

 

So in interiors is more difficult to see the difference, because the difference is in the distance mainly: more shadows casted in distance, and the shadows are more diffused in distance.

 

 

And about the vibration. It's subtle, but it's fine :) I have noticed it in the rain, in a broken roof pipe leaking water over me (the first mission in story mode), firing guns, and next to traffic (as in real life, that you feel the vibration of the traffic next to you, but subtle).

Edited by sutalu
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MaddenedGhost

PS4

9uNE3ik.png

 

PS5

r7kc6we.jpg

 

PS4

tXw8qkA.png

 

PS5

vKTJzma.jpg

 

PS4

kwkSYPa.png

 

PS5

udM5cW8.jpg

 

PS4 (note the bugged shadows at the bottom right)

1sNS0Pe.png

 

PS5

R76HvvZ.jpg

 

PS4

aKP1xUc.png

 

PS5

75f5YTa.jpg

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2 minutes ago, The_Ghost said:

PS4

9uNE3ik.png

 

PS5

r7kc6we.jpg

 

PS4

tXw8qkA.png

 

PS5

vKTJzma.jpg

 

PS4

kwkSYPa.png

 

PS5

udM5cW8.jpg

 

PS4 (note the bugged shadows at the bottom right)

1sNS0Pe.png

 

PS5

R76HvvZ.jpg

 

PS4

aKP1xUc.png

 

PS5

75f5YTa.jpg

 

PS5 version, I suppose in fidelity?

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Soooo, anyone? Are reflections on windows/improved foliage LOD and shadows actually in the game?

fc281bf8b517a062174db91c28f995886c681fca

7248c8a095c3af9a0b646d2e7ac1661f7e49cbb5

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MaddenedGhost
1 minute ago, sutalu said:

 

PS5 version, I suppose in fidelity?

Correct, I was thinking of doing a third picture for performance mode but I am too lazy to do that now, I'll do it later.

Just now, Mastah said:

Soooo, anyone? Are reflections on windows/improved foliage LOD and shadows actually in the game?

 

7248c8a095c3af9a0b646d2e7ac1661f7e49cbb5

Now to recreate this one in the game, I managed to recreate one on PS4 before.

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I don't know if play in fidelity or performance XD

 

Fidelity is amazingly clear/sharp, but the 30fps isn't as smooth as Horizon, for example.

 

And performance has a 60fps very stable... but the upscaling is very blurry :(

 

 

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Spider-Vice
37 minutes ago, sutalu said:

A quick video I've made to compare the raytracing shadows.

 

What I see:

 

- More detailed shadows

- More casted shadows in distance (you can see these shadows in the thumbnail of the video, the door and electric panels)

- Diffused shadows in distance (again, in the thumbnail of the video, the shadow of the pole on the left)

 

So in interiors is more difficult to see the difference, because the difference is in the distance mainly: more shadows casted in distance, and the shadows are more diffused in distance.

 

Thanks for this!

Ray traced shadows in most games always cause some debate that I've seen, even in other circumstances because they can look blurrier, but that is the whole point for objects that are further away from the surface and it's more accurate. That telephone pole to the right of Franklin could never have a completely sharp shadow on that wall to the left, much like trees won't have their leaves perfectly defined with ray traced shadows unless it's close to the surface/ground. It literally depends on distance, ray tracing casts real light rays that hit surfaces and then decide how the shadow/light/etc is casted, it's usually expensive because it does all of those calculations in real time.

image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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MaddenedGhost
11 minutes ago, sutalu said:

 

 

Fidelity is amazingly clear/sharp, but the 30fps isn't as smooth as Horizon, for example.

 

 

 

 

Strange one with Horizon, I played through that whole game in 30fps and had no issues, yet when I went online, people apparently thought the 30fps in that game is not as smooth as it is in RDR2.

 

To me, GTAOnline in Performance RT mode, Story Mode/Editor in 4k/30fps/RT.

That is once I stop being furious over their stupid decision of deleting old gen characters.

5 minutes ago, Unspoken OH said:

 

 

The PC version feels better

Cool, lemme load up my PC version with similar graphics and run it in 4k real quick, maybe this time my FPS will be 18 instead of 17.

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Spider-Vice

@The_Ghost I've turned your comparison images into actual comparisons with a slider using imgsli if that's okay! Just slide the slider thingy and it should be easier to compare! Feel like this is the kind of thing we should be using to compare lol, you've done a good job adjusting the angles.

 

https://imgsli.com/OTk4NTA

https://imgsli.com/OTk4NTE

https://imgsli.com/OTk4NTI

https://imgsli.com/OTk4NTM

https://imgsli.com/OTk4NTQ

image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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BS_BlackScout

Free comparison shot:
(PC Maxed 4K except for Long Shadows and MSAA, FXAA is on. (iirc Long Shadows are broken))
Instructions:
Director Mode: Clear Skies, Noon Time.
1st. Head to the Pier, face this prop like this:

Quote

6FbJ0A9.png


2nd. Turn the camera, try to match the angle of the following screenshots. Take your time.

3rd. Go to the settings menu (Interaction menu), set the time to Noon, close asap, take the screensh*t- oops 😂, screenshot right after.

Results:
NVIDIA PCSS Shadows: 

Quote

sqb5bq.png

AMD CHS Shadows:

Quote

c4g8tq.png

 

Reminder:

Objects further away from the surface where the shadow is being cast on will be BLURRIER.

Objects closer to the surface where the shadow is being cast on will be SHARPER.

 

Light "engulfs"/bleeds over objects when they are too far from the surface making the shadow more ?diffuse? and potentially invisible

Edited by BS_BlackScout
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Spider-Vice

Bump. Moved all comparisons and comparison discussion here, let's try and get some proper analysis going in a separate topic instead of having it all get lost in the megathread.

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image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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1 hour ago, The_Ghost said:

Strange one with Horizon, I played through that whole game in 30fps and had no issues, yet when I went online, people apparently thought the 30fps in that game is not as smooth as it is in RDR2.

 

I wanted to say that in Horizon the 30fps are very smooth, but in GTA in fidelity mode are less smooth.

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I'm not convinced fidelity always improves shadows. For example helicopters are only spinning blades in ray tracing, while fully formed in performance mode.

Performance:

spacer.png

Fidelity:

spacer.png

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Spider-Vice

That does seem like it might be a bug in that case. However, the shadows being more faded with distance e.g. in the comparison video in the OP is fully intentional. There's always some debate about ray traced shadows, not everyone likes them because we're all so used to seeing sharper contact shadows in most games, but if you try to look at a telephone pole's shadow casting into a wall that's like 30 metres away it will be fuzzy.

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image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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gamerMK2
40 minutes ago, Baari said:

For example helicopters are only spinning blades in ray tracing, while fully formed in performance mode.

Perhaps this is correct way to display it, cuz moving blades create obstruction.

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37 minutes ago, gamerMK2 said:

Perhaps this is correct way to display it, cuz moving blades create obstruction.

Google helicopter shadow and you'll get your answer.

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1 hour ago, Spider-Vice said:

That does seem like it might be a bug in that case. However, the shadows being more faded with distance e.g. in the comparison video in the OP is fully intentional. There's always some debate about ray traced shadows, not everyone likes them because we're all so used to seeing sharper contact shadows in most games, but if you try to look at a telephone pole's shadow casting into a wall that's like 30 metres away it will be fuzzy.

Actually the bug seems to be the blades themselves, as they are not being faded. The helicopter, plane or any object further away will cast shadows, but they fade very fast as you get further from the ground. Actually they disappear completely tbh. Then you're only left with the spinning blades which looks weird. Maybe the RT is only for close proximity shadows and can't deal with far away objects.

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Edward RDRIII
2 hours ago, Spider-Vice said:

That does seem like it might be a bug in that case. However, the shadows being more faded with distance e.g. in the comparison video in the OP is fully intentional. There's always some debate about ray traced shadows, not everyone likes them because we're all so used to seeing sharper contact shadows in most games, but if you try to look at a telephone pole's shadow casting into a wall that's like 30 metres away it will be fuzzy.

But the helicopter shadow looks more realistic on the first screenshot too, it's not just about being sharper, the helicopter isn't flying miles away from the ground to be that subtle as on the second screenshot I guess, even if they should've been more blurry, I don't think the second screenshot is realistic either, that's something developers needs to be wary about when designing lighting sources and shadow distances with ray tracing.

Edited by Dudu RDRII
Comment corrected.
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Are we sure it's shadows?  I mean...it must be because on both series x and ps5 ive been testing and looking for light bounce, reflections, any hint of RTGI but haven't seen anything.

 

I thought it might be shadows but then I saw some that didn't look quite right and these were up close so I guess it's just using fewer rays or only certain shadows are ray traced.

 

It's really damn hard to tell RT is being used.  I swapped back and forth between perf and perf w/rt and I had a hard time seeing any kind of difference.

 

Right now I'm trying to upload my save so I can use it on the new version.

 

Thankfully the Xbox is backwards compatible and I didn't sell my PS4 Pro yet.

 

 

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Posted (edited)
1 hour ago, d0x360 said:

Are we sure it's shadows?  I mean...it must be because on both series x and ps5 ive been testing and looking for light bounce, reflections, any hint of RTGI but haven't seen anything.

 

I thought it might be shadows but then I saw some that didn't look quite right and these were up close so I guess it's just using fewer rays or only certain shadows are ray traced.

 

It's really damn hard to tell RT is being used.  I swapped back and forth between perf and perf w/rt and I had a hard time seeing any kind of difference.

 

Right now I'm trying to upload my save so I can use it on the new version.

 

Thankfully the Xbox is backwards compatible and I didn't sell my PS4 Pro yet.

 

 

 

 

I'm starting to think the same. Maybe they're just better shadows?

 

Because the raytraced shadows in Cyberpunk apply to ALL objects, even the tiniest cigar on the floor, and here it doesn't.

 

In one hand, here you can only see more shadows rendered further and a faded shadows in distance, and you can achieve this (faded shadows in distance) without raytracing, like NVIDIA shadows, and the "more shadows in distance" can be a higher setting for the shadows.

 

But in the other hand, when I select Performance + RT, you can see the limit of the shadows "blinking", like if they was traced by rays in real time. In fidelity mode that blinking is less noticeable.

 

Edited by sutalu
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Spider-Vice

Those definitely look like ray traced shadows, it just depends on how R* set them up to work, they won't look the same in every game but will act the same - different distance thresholds, different amount of casted "rays", blah blah. It also purely depends on preference, I've seen other people in other games saying it looks "odd". If anyone likes math you can see how RT (for everything) works here :sadkek: 

 

Also no, this doesn't have RTGI and I wouldn't expect that until GTA VI once they're using a more modern version of RAGE tbh.

image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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Spider-Vice

Also cross-posting from the other topic, DF has indeed confirmed they're RT shadows. They do look like it lol.

 

 

image.pngut_dog.png   image.png

let your hopes and dreams turn into burning fire!

GTANet | Red Dead Network | kifflom 

black lives matter | stop Asian hate | trans lives = human lives

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El Dorado

does chs shadows even work as they should on a nvidia gpu?

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DODI3OG
1 hour ago, Spider-Vice said:

Those definitely look like ray traced shadows, it just depends on how R* set them up to work, they won't look the same in every game but will act the same - different distance thresholds, different amount of casted "rays", blah blah. It also purely depends on preference, I've seen other people in other games saying it looks "odd". If anyone likes math you can see how RT (for everything) works here :sadkek: 

 

Also no, this doesn't have RTGI and I wouldn't expect that until GTA VI once they're using a more modern version of RAGE tbh.

For real, though. I wished there was gonna be RTGI like those mods that were showcased on Youtube. I'm sure GTA VI will have better RTGI graphics when it comes out later this gen. RTGI could make interiors look a lot better and less washed out in many places, also the lighting at night would look a lot more realistic and also not look washed out.

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I think the Ray traced shadows are actually pretty awesome. The original shadows look too physically accurate. Ray tracing makes them so beautifully diffused and realistic.

 

Performance

DtCs4mf.jpg

Fidelity (Ray tracing)

aE23Uwb.jpg

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MaddenedGhost

I wonder what's the compromise between the Performance RT and Fidelity modes, is it just the resolution?

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Edward RDRIII
3 minutes ago, The_Ghost said:

I wonder what's the compromise between the Performance RT and Fidelity modes, is it just the resolution?

Ray traced shadows which costs you 30FPS.

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El Dorado

spacer.png

 

world shadows on performance rt looks like ps2 blob shadows

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