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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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Spider-Vice

That's how ray traced shadows work. It's object distance and light source dependent. As I said, not everyone likes it but it is how it is. That's why Franklin's shadow looks sharp, he's close to the ground. The trees and lamps aren't. Now I'm not sure what the difference is between Fidelity and Performance RT, that I'd like to see.

 

There's other examples, but a quick google search from Unity's documentation: https://docs.unity3d.com/Packages/[email protected]/manual/Ray-Traced-Shadows.html

m7fBZej.png

 

4 hours ago, Baari said:

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

 

Fidelity (Ray tracing)

 

As for your comparison, the angle isn't as exact as @The_Ghost's images from yesterday but here's a slider thing:

https://imgsli.com/OTk5MDE

Edited by Spider-Vice
i'm blind, fixed
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El Dorado

I know how they work, and yes they should be more diffused based on object distance/light casting

 

still, that's a bit too much blurry on performance rt, don't you think? but it does looks quite good on fidelity

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Spider-Vice
2 minutes ago, El Dorado said:

still, that's a bit too much blurry on performance rt, don't you think? but it does looks quite good on fidelity

Sorry, that was my bad indeed, I read that the first picture was Performance and not Fidelity. I suppose it's just less rays that are being casted thus causing the shadow to be blurrier in Performance RT? I'd say the two lamps in Fidelity look kinda floaty even.

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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Mexicola9302

Not really a comparison, but it shows a bit how the maxed out reflections work in the PC version. 2160p with 8x AA Reflection.

 

On this pic the fence, the barrel and other stuff can't be seen in the reflection. The Boxville is almost like a perfect mirror. Only thing that it's useful for. :D 

20220315195253-1.jpg

 

This is if i look at it directly.

20220315195241-1.jpg

 

A train came by, of course it also can't be seen in the reflection.

20220315195310-1.jpg

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Spider-Vice

Yup, those are cubemaps which will only reflect a LOD map model and no dynamic objects. The older console version had a much lower quality version of that. This is on PC, right? Curious to see something similar on console with Fidelity mode.

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Mexicola9302
48 minutes ago, Spider-Vice said:

Yup, those are cubemaps which will only reflect a LOD map model and no dynamic objects. The older console version had a much lower quality version of that. This is on PC, right? Curious to see something similar on console with Fidelity mode.

Yeah it's PC.

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DODI3OG
4 hours ago, Spider-Vice said:

Yup, those are cubemaps which will only reflect a LOD map model and no dynamic objects. The older console version had a much lower quality version of that. This is on PC, right? Curious to see something similar on console with Fidelity mode.

I hope the PS5 version has Ray-traced reflections.

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Ivan1997GTA
56 minutes ago, DODI3OG said:

I hope the PS5 version has Ray-traced reflections.

I'm afraid not. That version only has ray-traced shadows, no RT reflections.

Edited by Ivan1997GTA
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DODI3OG
24 minutes ago, Ivan1997GTA said:

I'm afraid not. That version only has ray-traced shadows, no RT reflections.

WTH? How difficult was it to implement, though. At least, we could have had RT player reflections.

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Ivan1997GTA
11 minutes ago, DODI3OG said:

WTH? How difficult was it to implement, though. At least, we could have had RT player reflections.

It probably would've heavily affected performance.

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DODI3OG
40 minutes ago, Ivan1997GTA said:

It probably would've heavily affected performance.

Probably. The engine aged badly, anyway. Still, I don't think RT player reflections would strain the system that much.

 

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gamerMK2
2 hours ago, DODI3OG said:

Probably. The engine aged badly, anyway. Still, I don't think RT player reflections would strain the system that much.

 

It would, these are pretty weak machines and poor optimization doesn't help either.

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DODI3OG
3 hours ago, gamerMK2 said:

It would, these are pretty weak machines and poor optimization doesn't help either.

It would need NVIDIA/AMD-level upscaling at least to enable RT for player reflections and make it look normal without noticeable strain. The newer consoles are capable of that, but current-gen adaptations are barely scraping the surface at this point.

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Spider-Vice

Ooh, nice, thanks! We need more like this, proper angles, same time of day, etc. so there can actually be fair judgements.

 

So as for performance vs. fidelity, from what I can see, in that specific situation, fidelity adds:

  • shadows in the trash bins change (more accurately bounced I guess),
  • power line shadows in that cream-coloured building to the middle top-left (also to the top-right),
  • proper shadows under that awning to the top right in Fidelity (and Performance RT, that is the kind of thing  RT can solve, those holes),
  • proper shadows above those windows to the very right and in the AC unit,
  • more (or higher quality?) decals on the floor,
  • anamorphic bloom effect in that vent to the left is stronger,
  • the stair shadows aren't a blurry mess, same with the shadows overall under the roof of that centre building, etc.

 

Between Performance RT and fidelity it just looks like lower quality RT (less rays traced/casted), but most of the things are still there, along with lower game resolution.

image.pngut_dog.png   image.png

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GTANet | Red Dead Network | kifflom 

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

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CuteFaceJay

Looks about same as PC build. Really kinda lame no new major content shipped with this tbh. Guessing they've run out of gas.

I enjoy the 60FPS on the XSX but I've pretty much stopped playing this game for a while now till a new update drops.

fidelity feels like ass. Once you use Performance mode I see no real reason to turn on fidelity mode and its not even using full RT LOL

Edited by CuteFaceJay
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Posted (edited)
1 hour ago, Spider-Vice said:

Ooh, nice, thanks! We need more like this, proper angles, same time of day, etc. so there can actually be fair judgements.

 

So as for performance vs. fidelity, from what I can see, in that specific situation, fidelity adds:

  • shadows in the trash bins change (more accurately bounced I guess),
  • power line shadows in that cream-coloured building to the middle top-left (also to the top-right),
  • proper shadows under that awning to the top right in Fidelity (and Performance RT, that is the kind of thing  RT can solve, those holes),
  • proper shadows above those windows to the very right and in the AC unit,
  • more (or higher quality?) decals on the floor,
  • anamorphic bloom effect in that vent to the left is stronger,
  • the stair shadows aren't a blurry mess, same with the shadows overall under the roof of that centre building, etc.

 

Between Performance RT and fidelity it just looks like lower quality RT (less rays traced/casted), but most of the things are still there, along with lower game resolution.

 

Yes. Basically, between "performance RT" and "fidelity" (as to shadows) the difference is only that. Lower quality RT for "performance RT" :)

 

And between "performance" vs "fidelity" (or even vs "performance RT"), with "fidelity" you get: shadows more accurated (for example, the shadow casted from the "cube" above the plate), shadows that solve the holes as you say (for example, the shadow casted from the cover), and shadows that affect almost all object in the scene (for example, like the shadows casted from the upper side of the windows, or the little trash over the floor).

Edited by Spider-Vice
fixed quote with my tidy list :)
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Lock n' Stock
4 hours ago, Nerfgoth said:

Found this video comparison.....

 

 

Aside from the f*cked-up reflections, some of these changes are admittedly quite nice. Hardly impressive or noticeable however.

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Would be nice to see a night comparison of the shadows too. I think ray tracing has no impact at night unfortunately. It seems only sun shadows are ray traced. Why I think so?

 

1. Npc car headlights don't cast shadows in any graphical mode.

2. User car headlights seem to produce identical shadows in performance and fidelity.

3. These seem to apply on other artificial light sources as well.

 

Would be cool if the Ray tracing wasn't only a daytime thing, but I hope someone can find it at night too. 

 

Ok I added a comparison myself https://imgsli.com/MTAwMDEw

Edited by Baari
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Spider-Vice

Yeah, headlight shadows are a different shadow solution I think, so I guess ray tracing isn't applied there. Tbh, RT for those shadows would probably be a waste of performance, but I'm kind of surprised they don't cast two shadows (due to two headlights) like on PC, reportedly. I'm wondering if ray tracing from every single light source (lamps etc) would just be too expensive performance-wise, it would probably be less noticeable at night regardless.

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The thing is there's no ray tracing indoors either unless sun comes through the window. Basically you have to be outside during daylight hours. Even then the difference is quite subtle. Maybe just one graphical mode would have sufficed.

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11 minutes ago, Baari said:

The thing is there's no ray tracing indoors either unless sun comes through the window. Basically you have to be outside during daylight hours. Even then the difference is quite subtle. Maybe just one graphical mode would have sufficed.

 

Cyberpunk's raytraced shadows were similar, they only cast shadows from the sun which they changed with the recent major update and it resulted in a massive performance hit for everyone resulting in them adding an option to use the old setting due to demand.

 

GTA's a similar sort of game with tons of light sources so it's not surprising to see them do the same here.

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123tm123

Can we stop doing pointless graphic comparisons and talk about actual new changes? Yes there's shadows and sharper aliasing whatever, I did notice however that there are new glass shard objects when you shoot car windows and it looks amazing. What other small details like that were added? Could be an easy copy/paste job of GTA 6 features they developed.

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GTA3Rockstar

https://imgsli.com/MTAwMDQ5/

 

Xbox One vs Series X - Fidelity | Performance RT | Performance

 

 

Some reason the E&E version added cars to the neighbor's driveway, might be a 'density' thing.

 

 

 

I'll stick to just Performance RT, looks just as good as Fidelity but 60fps >

 

 

 

 

Another thing; the new smoke is weird. If you move, the smoke moves like it's locked to your camera position and it kind of looks 2D or something. Like, at first it looks like its coming from the windshield but when you move over to the other side of the car, it looks like it's coming from the driver side. Very strange lol

 

Here - https://i.imgur.com/2FMaefk.mp4

Edited by GTA3Rockstar
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ppNaW16.png

 

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gamerMK2
13 hours ago, sutalu said:

Performance RT vs Performance

Damn, perf RT looks much better, I wonder at what cost.

 

1 hour ago, GTA3Rockstar said:

Nice to see these ugly shadow stripes on the very right are fixed with RT.

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7 hours ago, 123tm123 said:

Can we stop doing pointless graphic comparisons and talk about actual new changes? Yes there's shadows and sharper aliasing whatever, I did notice however that there are new glass shard objects when you shoot car windows and it looks amazing. What other small details like that were added? Could be an easy copy/paste job of GTA 6 features they developed.

 

Well, "pointless" graphic comparisons... I think it depends. I think it's interesting for people still have doubts if choose fidelity or performance... and want to see clearly the differences.

 

But I agree with you that we can put other things. I recommend you this channel that is covering many of the changes. For example, this video is about changes in some new improved graphic effects and physics.

 

- Increased fire, particles and smoke quality

- Added explosion shock wave

- Smoke coming from muzzle of the weapons

- Increased the quality in the muzzle flash 

- Increased broken glass quality

- Increased quality splash coming from explosions and shoots in water

- Increased quality splash coming from vehicles over the see, rivers... or vehicles over wet floors

- Enhanced bullet hit quality and physics (you can see particles with physics "detached" from the elements you shoot at) 

- Enhanced underwater quality

 

 

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Spider-Vice

Oh yeah this topic has been graphics centred but if you find other things feel free to post. I suppose particle effects etc are graphics too :p

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

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Spider-Vice

Another example of RT shadows solving some weird cascading issues with buildings. Fidelity is on the left. (Thanks @Tomeztos)

 

Video source (in Polish): https://youtu.be/OoU9uPolsc8

 

unknown.png?width=1200&height=676

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

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Just to compare with PC shadows in "ultra". Just in case there was any doubt that the shadows on next-gen consoles were just the PC shadows on "ultra".

 

And they are not. It's very close to the ray-tracing... But it's not exact. I see the shadows of ray-tracing more accurate, and also they are casted in objects that the traditional method of shadows doesn't cast (like the final of the tube near the floor).

 

Shadow quality: very high (no ultra option, very high is the max)

Soft shadows: NVIDIA PCSS (to simulate the "fade")

Hi-Res Shadows: ON

 

Sorry about the difference aspect ratio (my screen monitor it's 16:10), but I think you can see the differences.

 

https://imgsli.com/MTAwMDc3

 

This is the PC version:

 

tmutHXN.jpg

 

And here the PS5 version:

 

xR3eryd.jpg

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