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. 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. The TAA on the current-gen versions of GTA V looks a lot better than RDR2's in terms of ghosting etc. Not sure whether that'd be an option in-game tbh, maybe it's different between Story Mode and Online.Įxcept 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. It means that you'd be able to set whether Online players (NetPlayers) shadows would cast with car headlights. 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). 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. I'm not sure where you get some of those conclusions from my man lmao. The issue is fixed on consoles, it will be fixed on PC. You can change them in Notepad or whatever text/code editor you use, or they depend on other settings, but aren't in-game. RDR2's settings.xml also has a bunch of settings that aren't exposed to the user. 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. 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. Incorrect, otherwise Broughy's video wouldn't have existed saying the issue is fixed between 30 and 60 FPS. It also funnily means some SGA ray tracing code could even have been backported from GTA VI lmao. 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. lmaoĪlso, 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. I did not miss technical discussions about PC versions on this forum. 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.īesides, those are PS5 settings files, the DX_Version option will be ignored as the PlayStation uses their own GNM and GNMX graphics API. 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 DirectX 12 is needed for ray tracing. If an API is removed then the indices will change. 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. 0 is DX10, 1 is DX10.1, index 3 would be where DX12/Vulcan would be (if DX11.1 isn't counted) The way it works in RDO, already is good enough, if we get that on PC im happy. 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.Įither way, end result is that it still doesn't do much to spread work across cores. 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. They're still using what is essentially the PS equivalent of DX11?īet you the dump from a series x will probably have much the same settings. Okay so not DX like Xbox, but close enough. This can be a familiar way to work if the developers are used to platforms like Direct3D 12." Most developers start with Gnmx, which wraps around Gnm, which in turn manages the more esoteric GPU details. "The PlayStation 4 features two graphics APIs, a low-level API named Gnm and a high-level API named Gnmx. "yStation Shader Language is very similar to the HLSL standard in DirectX 12," 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.
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