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Improve PC RT Grand Theft Auto 5 Suggestion to GTA 6 Functions

Improve PC RT Grand Theft Auto 5 Suggestion to GTA 6 Functions

Grand Theft Auto 5 On the PC he finally received RT upgrades to obtain the parity of the features with the current versions of the generation console, almost three years since they arrived on Xbox and PlayStation Console. The wait was worth it, because the scalability is impressive, and the game also includes the ability to switch Ray Treated Global Illumination – which can suggest well the type of RT features that we can expect in the future Grand Theft Auto 6.

However, let’s be realistic. GTA 5 is almost 12 years old now and, as such, there are limits on how well the game can look. The original was built around the fundamental constraints of the Xbox 360 and PlayStation 3, after all, and this shines today, even in the maximum experience of the PC. The character models are from their time, while the quality of materials and texture are nowhere as impressive as modern launches. GTA 5 comes from a period before the game industry goes to techniques such as physically based art pipes and shadow mathematics. Ray tracking can continue to transform the game in many respects, but not to the extent that it makes it comparable to a new triple version.

Even so, upgrades are welcome. Pre -RTGI GTA 5 is a game that suffers from a problem that many games have without RTGI – and especially those of this era. However, the original indirect lighting is treated in an interesting way. According to investigations by Adrian Courrèges, the game generates a cubemap from the player’s room position, similar to many racing games. This gives the game approximately real time reflections on elements such as cars, and for the tougher surfaces, the game seems to use a filtered version to make the shadows not be black. The problem is that the lighting is represented only from an angle and, as such, all the shaded areas of GTA 5 tend to look gray or excessively dark. All not In the sunlight tends to be shaded, a grid or almost blue color and where the edges of the geometry are adorned with a thick screen halo- an occlusion ambient space.

Here is our video version of the recently improved RT of the Grand Theft Auto 5.Watch on YouTube

Ray has sought global lighting – which is not available in the current gender console versions, remember – it is a game changer here, with an easy jump around the environments of distant, much superior quality. To say that it truly illuminates the mood is almost an underestimation: the rejection lighting you get from the sun and the indirect shadows you get as a result, dramatically changes the appearance of the game – and is always for the better.

The RT reflections are also part of the mix, dramatically changing the appearance of reflections on Windows, for example, transforming them from raster versions into potato ways into RT per pixel upgrades. However, unlike other games with a physical based pipe, these RT reflections do not apply universally to all materials according to angle. Rather, RT reflections are applied to select materials from the game, which have been marked as “somewhat bright”, either “bright” or in the initial version. Even so, on the maximum settings, the BVH structure for RT (geometry against which the rays are followed) is much more complex than the console versions – so even if the technique is selective, it can be much more detailed than Xbox or PS5.

In fact, the global lighting solution RT, in particular, is comprehensive that a simple screw can not be called the standard game. A lot of care and development works have entered it, which can make too little sense for a free update for a single version of an old game. In fact, based on our analysis of the first trailer of GTA 6, there is sufficient evidence here to suggest that this can be technological for the future Rockstar Backstar Launch on GTA 5 on PC. Therefore, we may actually get a preview of the lighting technology found in GTA 6 both in terms of the characteristics we can expect and even the level of performance we can expect.

Allow me to ask for reasoning here with a number of points. Usually, when an old game is updated with a form of ray traction limited to only a subset of platforms that can play it, usually developers will make this ray a little more limited. For example, in Dying Light 2, RTGI works only from the Sun, but not other lights. Similarly, in The wizard 3The current update of the genre, RTGI does not work on a pixel basis and, in contrast, is coarsely applied to the world with wells, with obvious artifacts as a result.

This is not the case here – it is much more comprehensive. First of all, it applies to all sources of light, not just the sun. This is not only limited to stationary lights, but even in the movement of lights like those in cars. Getting lighting from any random light in the world to work with stability and coherence is a difficult task, requiring a lot of work, but clearly, Rockstar has made the effort. RTGI is indeed per-pixel, so very detailed shadows and light jumps are not present with any of the artifacts seen in cheaper/lighter implementations. And based on what I saw in the first trailer of GTA 6, there is also an implementation of RTGI per pixel, which works excellent with emissive materials – surfaces in the game that is supposed to give light.

As you will see in the video above, I put this through steps with a few complicated examples – and it works remarkably good. In summary, from the GTA 6 trailer it is clear that RTGI is present, with a similar level of fidelity with the same effect found in the new GTA 5 improved for PC. And this fidelity is so it seems unlikely to have been a simple feature, with screws. Not only this, but it is performing and optimized. As an example, objects that use transparent cutting textures such as trees and vegetation are accurately represented in reflections in which you can see individual blades and other details. This makes sense for quality reasons, but it is very expensive for RTGI. In this scenario, Rockstar ensures that these textures never test transparency. This improves performance, but can lead to some blockers – a small concession, considering how fast it is.

In March 2022, Rockstar launched the current version with GTA 5 with RT features. Later that year, the game was updated – and here’s what the developers added.Watch on YouTube

How fast? A RTX 4060 at 1440p DLSS 3 quality using Ultra RTGI and Ultra RT reflections run at 60fps without seam, while hurrying through the city in dense traffic – and this is with all the other maximum settings. In this scenario, the optimized settings are not really necessary. This level of optimization of RT is good for the current gender consoles with GTA 6: RT outside, this game will tax hard GPU, so the more efficient and optimized the tracking of rays, the longer GPU will be for the other last-minute images I have seen. We still do not believe that GTA 6 will be a 60fps game on consoles, however, and again, GTA 5 on PC indicates that configuration costs for RT are too high for 60fps on console equivalent processors. So, while RTGI is relatively easy on GPU, it is much harder on the processor and is more limiting.

One more thing – I don’t think every aspect of the GTA 5 RTGI will be transferred to GTA 6, especially in the way more light works. Based on what I saw in the game, there is a limited amount of light rejections from RTGI and you can see this easily, changing the game configuration file to add another scientist with the cost of performance. It is added with an easier amount, so it seemed that the game could even use a default jumper. For a game like GTA 6, I don’t imagine it would be the case. Typically, modern games make a real receiver on the frame, but then use a kind of memory structure in cache to get extra time – this is quite standard in the industry and I imagine that Rockstar would do the same. However, in the case of GTA 5, this does not seem to be the case and, in return, it seems that the cubemap lighting I mentioned previously seems to be applied as additional light jumps.

Finally, while RT reflections are a nice plus at the Grand Theft Auto 4 – as they were on consoles – it is RTGI and the extended RT distance that truly makes a big difference from PS5 and Xbox. Certainly, there are communities with Ray GTA 6, which has been pursuing global lighting, but the intensive nature of the CPU provides more evidence that the console games will target 30fps, not 60fps.