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GTA V "E&E" PC Version Discussion


needforsuv
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needforsuv
Posted (edited)
6 hours ago, Benny00002 said:
		<PedLodBias value="1.000000" tags="quality" />
		<PedLodBias value="0.200000" tags="performance|performance_rt_1440" />
		
		<VehicleLodBias value="1.000000" tags="quality" />
		<VehicleLodBias value="0.150000" tags="performance|performance_rt_1440" />

not sure how those LOD's work, but they seem better than pc settings with maxed sliders?

unless 0.2/0 is best? and quality puts it the other way? Actually, there's no sliders for those biases on PC XD
Texture, particles, and water is one more step than PC max

But grass is only ultra in quality mode, figures.

Perf ped variety is lower, lol.

 

6 hours ago, Benny00002 said:
		<SamplingMode value="2" tags="performance_rt_1440"/> <!-- 2/3 res game buffer -->
		<SamplingMode value="2" tags="performance"/> <!-- 2/3 res game buffer -->

		<fsrQuality value="2" tags="performance"/><!-- 1440p upscaled to 4k -->
		<fsrQuality value="2" tags="performance_rt_1440"/><!-- 1440p upscaled to 4k -->
		<fsrQuality value="0" tags="quality"/><!-- disabled -->

So they are using FSR in addition to the existing res scaling... Interesting!

PS: I did do some tests, 2/1 res scaling in 1080p is more like rendering the game in 4k instead of 1440p, but the engine limits means I don't really lose fps unless the gpu (1080ti) gets maxed out, which it does do sometimes.


Reflection MSAA config of 1 makes no sense, 2x on pc is setting 2, none is 0, so 1 is 1x? That would do nothing...

Hi-res shadows ISN'T enabled on PS5, and good thing I checked my PC, somehow that got turned off in the last month, was wondering why the shadows were a bit LQ...
 

 

 

6 hours ago, Benny00002 said:
		<DX_Version value="2" />

That's still DX11 on PC. 0 is DX10, 1 is DX10.1, index 3 would be where DX12/Vulcan would be (if DX11.1 isn't counted)


 

6 hours ago, Benny00002 said:
    <PlayerHeadlightShadowsQuality value="2"/>
    <NetPlayerHeadlightsCastShadows value="false"/>

These are new?

 

6 hours ago, Benny00002 said:
    <forceSingleStepPhysics value="false" tags="quality"/>
    <forceSingleStepPhysics value="true" tags="performance|performance_rt_1440"/>

There's PROBABLY your 'physic rate fix'. It's a single setting to force physics to so a single, 30fps step that can be turned off!
 

6 hours ago, Benny00002 said:
	<VSync value="2" tags="quality" />
	<VSync value="1" tags="performance|performance_rt_1440" />

LOL, they literally used half vsync to make it 30fps!

 

6 hours ago, Benny00002 said:
    <Windowed value="0" />

Literally PC build used. 'Consoles' don't run games windowed!

 

5 hours ago, Mexicola9302 said:

TAA i

Blagh, ghosting be like ew!

3 hours ago, gamerMK2 said:

From the tests I saw, E&E is still CPU bound, which means this part remains untouched. 

probably because it's NOT using DX12 if the settings XML is to be believed

Edited by needforsuv
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needforsuv

Seems like PC will still have supersonic cars at higher FPS (as long as you don't enable the bonk setting).

Would be fun with HSW.

If it was truly untied, the force setting would either not be there or be enabled across everything, but it's not probably because it breaks more stuff in quality mode if the fps doesn't quite match/reach the physic's 30.

Would be interesting to see what happens when you turn vsync off and disable that setting on PS5...

Doesn't matter what they did under the hood, because at the end of the day, there's an option in the settings to bypass/not enable it...

What did you expect from R* lol.

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gamerMK2
Posted (edited)
1 hour ago, needforsuv said:

probably because it's NOT using DX12 if the settings XML is to be believed

I'm talking the only platform that currently has E&E. It performs like crap, just a nice single core boost from zen2 upgrade, but no way it's fully utilizing all 8 cores.

Edited by gamerMK2
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Benny00002
Posted (edited)
21 minutes ago, needforsuv said:

Seems like PC will still have supersonic cars at higher FPS (as long as you don't enable the bonk setting).

Would be fun with HSW.

If it was truly untied, the force setting would either not be there or be enabled across everything, but it's not probably because it breaks more stuff in quality mode if the fps doesn't quite match/reach the physic's 30.

Would be interesting to see what happens when you turn vsync off and disable that setting on PS5...

Doesn't matter what they did under the hood, because at the end of the day, there's an option in the settings to bypass/not enable it...

What did you expect from R* lol.

not much was expected :)

 

10 minutes ago, gamerMK2 said:

I'm talking the only platform that currently has E&E. It performs like crap, just a nice single core boost from zen2 upgrade, but no way it's fully utilizing all 8 cores.

the game cannot handle much , maybe engine related. we've modded ps5 version (settings.xml) and gone online as prev reply it like running a sh*tty pc / will provide scripts (update2.rpf) soon but resource is PSC so need make small tool extract into readable code (maybe post source other user can edit tool for better readability)

but it is PC version GTA used on next-gen ps5/xsx (just slight edited)

openiv open file fine - same key between ps4/ps5
https://imgur.com/a/Zwos7YR
 

Edited by Benny00002
ndk
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needforsuv
4 minutes ago, gamerMK2 said:

I'm talking the only platform that currently has E&E. It performs like crap, just a nice single core boost from zen2 upgrade, but no way it's fully utilizing all 8 cores.

that's what using the current engine will do... without updating it...

4 minutes ago, Benny00002 said:

not much was expected

Hopes for better fps dashed.

 

5 minutes ago, Benny00002 said:

gone online as prev reply it like running a sh*tty pc

no sh*t sherlock. The settings have just been turned down/'optimised'.

Makes me wonder how they implimented RT tho... If the setting xml is compatible/comparable to the pc version, then they can't be using DX12/DXRT given the version is still the same one for dx11 (and perf reflects that).

You don't need dx12 or vulcan to do RT, BUT using other methods may be less compatible? or more depending on your windows version.


I said there were optimisations to be had even with dx11, but it seems like they hardly touched the engine which still has the same limits...

Looks like you still need nasa pc with epic single thread perf...

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Mexicola9302

The playstation 5 doesn't have DX12 support, it has it's own API, and because that file is from a PS5, that doesn't say anything about DX12 support for the PC version. Or am i wrong with that?

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needforsuv
Posted (edited)
14 minutes ago, Mexicola9302 said:

The playstation 5 doesn't have DX12 support, it has it's own API, and because that file is from a PS5, that doesn't say anything about DX12 support for the PC version. Or am i wrong with that?

pretty sure the PS4 was dx12

"yStation Shader Language is very similar to the HLSL standard in DirectX 12,"

"The PlayStation 4 features two graphics APIs, a low-level API named Gnm and a high-level API named Gnmx. Most developers start with Gnmx, which wraps around Gnm, which in turn manages the more esoteric GPU details. This can be a familiar way to work if the developers are used to platforms like Direct3D 12."

Okay so not DX like Xbox, but close enough.

They're still using what is essentially the PS equivalent of DX11?

Bet you the dump from a series x will probably have much the same settings.

The fact that the DX version is even an option/listed in the file and hasn't changed from what it would be on be/what it had been on ps4? means they haven't changed all that much.

If the XBOX and PS versions aren't that much different, then the way they use the API/cpu cores is also going to be similar.

Either way, end result is that it still doesn't do much to spread work across cores.

Edited by needforsuv
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Mexicola9302
2 minutes ago, needforsuv said:

pretty sure the PS4 was dx12

"yStation Shader Language is very similar to the HLSL standard in DirectX 12,"

"The PlayStation 4 features two graphics APIs, a low-level API named Gnm and a high-level API named Gnmx. Most developers start with Gnmx, which wraps around Gnm, which in turn manages the more esoteric GPU details. This can be a familiar way to work if the developers are used to platforms like Direct3D 12."

Okay so not DX like Xbox, but close enough.

They're still using what is essentially the PS equivalent of DX11?

Bet you the dump from a series x will probably have much the same settings.

The fact that the DX version is even an option/listed in the file and hasn't changed from what it would be on be/what it had been on ps4? means they haven't changed all that much.

If the XBOX and PS versions aren't that much different, then the way they use the API/cpu cores is also going to be similar.

Either way, end result is that it still doesn't do much to spread work across cores.

The way it works in RDO, already is good enough, if we get that on PC im happy.

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rollschuh2282
5 hours ago, needforsuv said:

LOL, they literally used half vsync to make it 30fps!

they did the same with RDR2.

even  before PC came out.

5 hours ago, needforsuv said:

Literally PC build used. 'Consoles' don't run games windowed!

it´s the same codebase.
windowed mode is something the engine itself supports.
so of course it would be present as well.
again, same with RDR2 when it originally released

5 hours ago, needforsuv said:

That's still DX11 on PC. 0 is DX10, 1 is DX10.1, index 3 would be where DX12/Vulcan would be (if DX11.1 isn't counted)

R* also switched over to RDR2s graphics system.
SGA instead of gcore.
and i think SGA doesn´t even support DX10.

so it´s possible they deprecated and removed DX10.

so

DX11 = 0

Vulkan = 1

DX12(or custom) = 2

but that is just speculation

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rollschuh2282
4 hours ago, needforsuv said:

Doesn't matter what they did under the hood, because at the end of the day, there's an option in the settings to bypass/not enable it...

What did you expect from R* lol.

what-is-wrong-with-you-adam-driver.gif

you really try to act like you know what you are talking about...but you really don´t.

making it a option was EVEN MORE work than just changing the code to make it single step.

it had to be coded!
it´s the opposite of LAZY

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Spider-Vice
6 hours ago, needforsuv said:

That's still DX11 on PC. 0 is DX10, 1 is DX10.1, index 3 would be where DX12/Vulcan would be (if DX11.1 isn't counted)

You know that "index 2" can still be DX12 if they remove DX10 from the game, right...? An option that dates back to Windows Vista, and we're in a time where basically all GPU's support at least DX11.

If an API is removed then the indices will change. Honestly it's getting to the point that you should not even bothering replying before you do some actual research with some of your latest takes :sadkek:  DirectX 12 is needed for ray tracing. It's the only API that supports DXR. It's more than a fact at this point that the PC version of "E&E" will have DirectX 12 even because there's extra ray tracing options in the settings file that aren't used on the consoles. The shader code being similar or inspired by HLSL doesn't mean it's a PS equivalent of DX $versionHere.

 

Besides, those are PS5 settings files, the DX_Version option will be ignored as the PlayStation uses their own GNM and GNMX graphics API. I did not miss technical discussions about PC versions on this forum... lmao

 

Also, if what rollschuh is saying about SGA being used is true, it means I called this probably a year plus ago but everyone yelled at me for even suggesting they'd backport RDR2 graphics code to this, which makes total sense, doesn't mean the game would look like RDR2 lmao. SGA does not support DX10. It does support DX11 as even RDR2 has unused leftovers, they obviously won't remove that one from GTA V, it's still fully supported. It also funnily means some SGA ray tracing code could even have been backported from GTA VI lmao.

 

4 hours ago, needforsuv said:

Seems like PC will still have supersonic cars at higher FPS (as long as you don't enable the bonk setting).

Incorrect, otherwise Broughy's video wouldn't have existed saying the issue is fixed between 30 and 60 FPS. Single-step physics is simply a math option that can be more, or less CPU intensive, and it doesn't mean cars will be supersonic, I think it will instead be related to cloth physics and similar. Someone yesterday told me the Diamond Casino Lucky Wheel spins at half frame rate on PS5's Performance RT mode, I would imagine it's stuff like that.

 

It most likely also won't be an option. RDR2's settings.xml also has a bunch of settings that aren't exposed to the user. You can change them in Notepad or whatever text/code editor you use, or they depend on other settings, but aren't in-game. The issue is fixed on consoles, it will be fixed on PC. I'm not sure where you get some of those conclusions from my man lmao.

 

6 hours ago, needforsuv said:

So they are using FSR in addition to the existing res scaling... Interesting!

That is how it works in most games, the game's base resolution is turned down, then FSR or DLSS upscales it back to native. :) 

 

6 hours ago, needforsuv said:

These are new?

Yep, some of the plenty new settings, they also changed water and cube reflection solutions completely as there's a ton of new settings for it, along with decal caches for each performance mode (tattoos, shirt decals, etc). It means that you'd be able to set whether Online players (NetPlayers) shadows would cast with car headlights. Not sure whether that'd be an option in-game tbh, maybe it's different between Story Mode and Online.

 

6 hours ago, needforsuv said:

LOL, they literally used half vsync to make it 30fps!

 

What's wrong with this?

 

6 hours ago, needforsuv said:

Blagh, ghosting be like ew!

Except it's much better than all of the solutions R* used in the 2015 build, including the MSAA that doesn't apply to all shaders like the lines on the road (still jaggy) and the ancient FXAA option. The TAA on the current-gen versions of GTA V looks a lot better than RDR2's in terms of ghosting etc. so I think we're good. I know it's a bit of a debate, antialiasing option preferences, but for GTA V it's a lot better than any of its other solutions in terms of visuals vs. performance balance tbh.

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Tomeztos
7 minutes ago, Spider-Vice said:

What's wrong with this?

To be fair, half vsync does usually add input lag, but yeah that's not much of a problem with GTA's console controls

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theguy1998
12 minutes ago, Spider-Vice said:

You know that "index 2" can still be DX12 if they remove DX10 from the game, right...? An option that dates back to Windows Vista, and we're in a time where basically all GPU's support at least DX11.

If an API is removed then the indices will change. Honestly it's getting to the point that you should not even bothering replying before you do some actual research with some of your latest takes :sadkek:  DirectX 12 is needed for ray tracing. It's the only API that supports DXR. It's more than a fact at this point that the PC version of "E&E" will have DirectX 12 even because there's extra ray tracing options in the settings file that aren't used on the consoles. The shader code being similar or inspired by HLSL doesn't mean it's a PS equivalent of DX $versionHere.

 

Besides, those are PS5 settings files, the DX_Version option will be ignored as the PlayStation uses their own GNM and GNMX graphics API. I did not miss technical discussions about PC versions on this forum... lmao

 

Also, if what rollschuh is saying about SGA being used is true, it means I called this probably a year plus ago but everyone yelled at me for even suggesting they'd backport RDR2 graphics code to this, which makes total sense, doesn't mean the game would look like RDR2 lmao. SGA does not support DX10. It does support DX11 as even RDR2 has unused leftovers, they obviously won't remove that one from GTA V, it's still fully supported. It also funnily means some SGA ray tracing code could even have been backported from GTA VI lmao.

 

Incorrect, otherwise Broughy's video wouldn't have existed saying the issue is fixed between 30 and 60 FPS. Single-step physics is simply a math option that can be more, or less CPU intensive, and it doesn't mean cars will be supersonic, I think it will instead be related to cloth physics and similar. Someone yesterday told me the Diamond Casino Lucky Wheel spins at half frame rate on PS5's Performance RT mode, I would imagine it's stuff like that.

 

It most likely also won't be an option. RDR2's settings.xml also has a bunch of settings that aren't exposed to the user. You can change them in Notepad or whatever text/code editor you use, or they depend on other settings, but aren't in-game. The issue is fixed on consoles, it will be fixed on PC. I'm not sure where you get some of those conclusions from my man lmao.

 

That is how it works in most games, the game's base resolution is turned down, then FSR or DLSS upscales it back to native. :) 

 

Yep, some of the plenty new settings, they also changed water and cube reflection solutions completely as there's a ton of new settings for it, along with decal caches for each performance mode (tattoos, shirt decals, etc). It means that you'd be able to set whether Online players (NetPlayers) shadows would cast with car headlights. Not sure whether that'd be an option in-game tbh, maybe it's different between Story Mode and Online.

 

What's wrong with this?

 

Except it's much better than all of the solutions R* used in the 2015 build, including the MSAA that doesn't apply to all shaders like the lines on the road (still jaggy) and the ancient FXAA option. The TAA on the current-gen versions of GTA V looks a lot better than RDR2's in terms of ghosting etc. so I think we're good. I know it's a bit of a debate, antialiasing option preferences, but for GTA V it's a lot better than any of its other solutions in terms of visuals vs. performance balance tbh.

I REALLY want that TAA solution from PS5/XS on PC, it looks really good (yeah the ghosting, I know, I know) because like you said, MSAA will kill your fps in some cases, TXAA barely helps and FXAA is just... Old.

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Someone please call an ambulance for needforsuv.

 

 

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needforsuv
13 minutes ago, rollschuh2282 said:

making it a option was EVEN MORE work than just changing the code to make it single step.

point is, you can turn it off for supersonic shenanigans, and the rate force isn't always on, so any fps dips in quality mode will still slow your car down.

 


 

3 minutes ago, Spider-Vice said:

DirectX 12 is needed for ray tracing. It's the only API that supports DXR

don't have to use DXR to get Ray tracing

 

5 minutes ago, Spider-Vice said:

Single-step physics is simply a math option that can be more, or less CPU intensive, and it doesn't mean cars will be supersonic, I think it will instead be related to cloth physics and similar. Someone yesterday told me the Diamond Casino Lucky Wheel spins at half frame rate on PS5's Performance RT mode, I would imagine it's stuff like that.

Cloth physics, suspension physics... I still think turning off the option will uncap the physics to run faster to bypass the 'issue fix'.

 

8 minutes ago, Spider-Vice said:

It most likely also won't be an option. RDR2's settings.xml also has a bunch of settings that aren't exposed to the user. You can change them in Notepad or whatever text/code editor you use, or they depend on other settings, but aren't in-game. The issue is fixed on consoles, it will be fixed on PC.

if you can mess about with it in notepad, it's an option. My take is that the reason it's 'fixed' is because of the enabled setting under 60fps mode.

What happens when that setting is disabled? The old behaviour.

 

21 minutes ago, Spider-Vice said:

there's extra ray tracing options in the settings file that aren't used on the consoles.

but the qualities are defined even if they were disabled... so they nerfed it at some point or cranked it up to test it

 

 

12 minutes ago, Spider-Vice said:

That is how it works in most games

True, but the scaling was also pc only advanced

 

13 minutes ago, Spider-Vice said:

What's wrong with this?

not really wrong but half vsync is a bit wack for me, and at least indicates the engine always draws at 60hz, which means instead of halving the frames and refresh rate, you get duplicated frames (not much difference in practice, but might mess with motion smoothing on tvs?)

 

16 minutes ago, Spider-Vice said:

The TAA on the current-gen versions of GTA V looks a lot better than RDR2's in terms of ghosting etc. so I think we're good.

Still terrible, scrolling through livery option and parts shows the ghost of the last one
I will never accept that ghosting. FXAA forever for me.
 

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Spider-Vice
6 minutes ago, needforsuv said:

don't have to use DXR to get Ray tracing

 

I stopped reading here. That would only be true if they were to use Vulkan.

 

https://en.wikipedia.org/wiki/DirectX_Raytracing

 

6 minutes ago, needforsuv said:

but the qualities are defined even if they were disabled... so they nerfed it at some point or cranked it up to test it

No, the game was just compiled with those there because there's code parity between platforms like on Gen 8. The PC settings are also in the PS4 and Xbox One versions, just obviously unused/disabled. I'm sure they played around with them to test performance etc. but they are most certainly programmed in for a reason.

 

"Yes, let's waste graphics programmers' time by putting in options and the features as a whole just for testing! Let's code all of this extra RT stuff just for sh*ts and giggles!" Said no graphics or engine programmer ever.

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theguy1998
Posted (edited)
5 minutes ago, needforsuv said:

point is, you can turn it off for supersonic shenanigans, and the rate force isn't always on, so any fps dips in quality mode will still slow your car down.

 


 

don't have to use DXR to get Ray tracing

 

Cloth physics, suspension physics... I still think turning off the option will uncap the physics to run faster to bypass the 'issue fix'.

 

if you can mess about with it in notepad, it's an option. My take is that the reason it's 'fixed' is because of the enabled setting under 60fps mode.

What happens when that setting is disabled? The old behaviour.

 

but the qualities are defined even if they were disabled... so they nerfed it at some point or cranked it up to test it

 

 

True, but the scaling was also pc only advanced

 

not really wrong but half vsync is a bit wack for me, and at least indicates the engine always draws at 60hz, which means instead of halving the frames and refresh rate, you get duplicated frames (not much difference in practice, but might mess with motion smoothing on tvs?)

 

Still terrible, scrolling through livery option and parts shows the ghost of the last one
I will never accept that ghosting. FXAA forever for me.
 

I will be fair here. As I'm aware (please, smart people correct me if I'm wrong), only DX12 and Vulkan APIs supports Ray Tracing. Of course, I presume the best API to work with RT is DX12. So, the chances of rockstar using DX12 compared to Vulkan are very, very high.

 

EDIT: I still need to see a PC game running with RT without using DXR/DX12.

Edited by theguy1998
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needforsuv
3 minutes ago, Spider-Vice said:

That would only be true if they were to use Vulkan.

Plenty of ways to use third party libraries to get ray tracing in dx11.
 

One that would only work on specific nvidia cards depending on the lib version would be optix, which could even be run on cpu.

But of course, that's not taking advantage of specific RT hardware in RTX cards.

Ray tracing to render an image ISN'T new.

 

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Spider-Vice
1 minute ago, theguy1998 said:

As I'm aware (please, smart people correct me if I'm wrong), only DX12 and Vulkan APIs supports Ray Tracing.

This is  correct and is what I was saying (given we're talking about the PC version and worries about DX12 not being in the game). DX12 is needed on PC for RT, or Vulkan. But within DirectX, it has to be 12.

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Mexicola9302
Posted (edited)
4 minutes ago, theguy1998 said:

I will be fair here. As I'm aware (please, smart people correct me if I'm wrong), only DX12 and Vulkan APIs supports Ray Tracing. Of course, I presume the best API to work with RT is DX12. So, the chances of rockstar using DX12 compared to Vulkan are very, very high.

 

EDIT: I still need to see a PC game running with RT without using DXR/DX12.

I think Crysis Remastered can do that, it still uses DX11 but with RT, but it's another form of software RT not the real RT. But it basicly looks the same way.

Edited by Mexicola9302
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Spider-Vice
3 minutes ago, needforsuv said:

Plenty of ways to use third party libraries to get ray tracing in dx11.
 

One that would only work on specific nvidia cards depending on the lib version would be optix, which could even be run on cpu.

But of course, that's not taking advantage of specific RT hardware in RTX cards.

Ray tracing to render an image ISN'T new.

 

LOL please don't tell me you're talking about the stuff that Minecraft shader packs do which isn't actual ray tracing but rather simulated and even heavier than real ray tracing using real API instructions. Or even better, sometimes it's path tracing which isn't the same thing at all.

 

Ray tracing to render an image isn't new, sure... But it is in real-time like we're seeing in more games today.

 

2 minutes ago, Mexicola9302 said:

I think Crysis Remastered can do that, it still uses DX11 but with RT, but it's another form of software RT not the real RT. But it basicly looks the same way.

Sure, but the real deal will run a lot better because it's native. With the amount of options that are available in that settings.xml file, and the fact they seem to have upgraded graphics code in this "E&E" version to the later RAGE stuff, it most certainly means DX12. Because SGA doesn't even support DX10. Only 11 and 12. No reason to not upgrade GTA V to DX12 at all.

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needforsuv
1 minute ago, Spider-Vice said:

This is  correct and is what I was saying (given we're talking about the PC version and worries about DX12 not being in the game). DX12 is needed on PC for RT, or Vulkan. But within DirectX, it has to be 12.

it doesn't tho

 

Just now, Spider-Vice said:

real ray tracing using real API instructions.

rays are traced using dedicated nvidia hardware

how isn't that real?

Or cpu tracing rays for that matter

 

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rollschuh2282
2 minutes ago, needforsuv said:

One that would only work on specific nvidia cards depending on the lib version would be optix, which could even be run on cpu.

1. consoles run on AMD components.
2. V already is heavy in a way on CPU since it´s a open world game with lots of cars and NPCs.
do you really think R* would throw ray tracing on the CPU which would cripple all that sh*t even more?
that doesn´t make ANY sense.
 

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Spider-Vice
2 minutes ago, needforsuv said:

rays are traced using dedicated nvidia hardware

how isn't that real?

Or cpu tracing rays for that matter

I don't think you understood a word of what I said... NVIDIA's proprietary RTX is still an API that hooks on to DirectX 12's own.

 

I give up.

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needforsuv
Just now, rollschuh2282 said:

1. consoles run on AMD components.
2. V already is heavy in a way on CPU since it´s a open world game with lots of cars and NPCs.
do you really think R* would throw ray tracing on the CPU which would cripple all that sh*t even more?
that doesn´t make ANY sense.
 

Im just saying you DONT need DX12/DXR to have ray tracing.

There could easily be AMD ways of doing that.

 

Just now, Spider-Vice said:

I don't think you understood a word of what I said... NVIDIA's proprietary RTX is still an API that hooks on to DirectX 12.

 

I give up.

Nvidia optix traces rays WITHOUT using DX12

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rollschuh2282
Just now, needforsuv said:

Im just saying you DONT need DX12/DXR to have ray tracing.

There could easily be AMD ways of doing that.

so tell me.
if you have to implement ray tracing.
would you:

A: implement some weird custom third party solution which probably takes more work to optimise and fine tune since you never used it.

or B: just implement DX12 (and maybe Vulkan) and go from there since you already have DX12 and Vulkan in a version of your engine fully implemented so you can just take some code from there!

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needforsuv

just saying you don't have to use DX12 or DXR to get rt in a game. Of course r* uses whatever they use/works for them.

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rollschuh2282
2 minutes ago, needforsuv said:

just saying you don't have to use DX12 or DXR to get rt in a game. Of course r* uses whatever they use/works for them.

brb will go porting real Raytracing into DX9 and OpenGL

😆

will definitely work since i don´t need DX12.

maybe i will do DX7 next

:🤣

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Spider-Vice

Real native ray tracing, you do. What you see in Minecraft shader packs, and other middleware solutions is software ray tracing. Rockstar isn't gonna be using software RT when they even already have DX12 support in the new RAGE graphics stack they're using, I'm not sure how this is even a discussion, it makes no sense for AAA games. Not to mention the consoles are most likely using real RT as well within their own graphics API's. Including the Xbox which is probably using... oh wait, DX12.

 

If R* is using SGA for GTA V "E&E" then it will absolutely be DX12 and it will use DXR for ray tracing and all those extra options that consoles don't use. NVIDIA RTX is simply a "middle-man" solution to talk to the NVIDIA hardware and proprietary features, the games still use DX12/DXR.

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needforsuv
Posted (edited)
14 minutes ago, Spider-Vice said:

software ray tracing

That needs to be backed up by specific hardware for any decent fps instead of second per frame

True, there are no RT cores that are used, and it eats into your other stuff whereas RTX has dedicated stuff to do it.

But in the same sense you can run DXR on a 1080ti...

I'm still calling hardware accelerated software RT real raytracing.

You're still tracing rays.


If you want to define RT as having RT cores and stuff and not just using the general gpu to compute, sure.

I know the api support has changed in the engine thingy versions, but realigning the index sure could cause problems on pc instead of just moving the index along and disabling/updating invalid values or reading them as the minimum supported value.

Imagine if you didn't have dx12 and you launch the game and it crashes because it doesn't work.

Sure, you could do an autoconfig... but why change what the values do?

It could just be dx0, dx1, dx2 = dx11 in the new not gcore thing and nothing would break until you try to set the api to a higher index

https://imgur.com/a/Zwos7YR

 

PS5 doesn't even need openiv update is gold.


 

  

40 minutes ago, Spider-Vice said:

No, the game was just compiled with those there because there's code parity between platforms like on Gen 8. The PC settings are also in the PS4 and Xbox One versions, just obviously unused/disabled. I'm sure they played around with them to test performance etc. but they are most certainly programmed in for a reason.

 

"Yes, let's waste graphics programmers' time by putting in options and the features as a whole just for testing! Let's code all of this extra RT stuff just for sh*ts and giggles!" Said no graphics or engine programmer ever.

Well, they obviously found you needed more power to run them, and while the settings might've worked fine in the skies on a flat stunt track or at the airport...

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