Grand Theft Auto

The highly anticipated iteration of the Grand Theft Auto franchise hit the shelves on April 14th 2015, with both AMD and NVIDIA in tow to help optimize the title. GTA doesn’t provide graphical presets, but opens up the options to users and extends the boundaries by pushing even the hardest systems to the limit using Rockstar’s Advanced Game Engine under DirectX 11. Whether the user is flying high in the mountains with long draw distances or dealing with assorted trash in the city, when cranked up to maximum it creates stunning visuals but hard work for both the CPU and the GPU.

For our test we have scripted a version of the in-game benchmark. The in-game benchmark consists of five scenarios: four short panning shots with varying lighting and weather effects, and a fifth action sequence that lasts around 90 seconds. We use only the final part of the benchmark, which combines a flight scene in a jet followed by an inner city drive-by through several intersections followed by ramming a tanker that explodes, causing other cars to explode as well. This is a mix of distance rendering followed by a detailed near-rendering action sequence, and the title thankfully spits out frame time data.

There are no presets for the graphics options on GTA, allowing the user to adjust options such as population density and distance scaling on sliders, but others such as texture/shadow/shader/water quality from Low to Very High. Other options include MSAA, soft shadows, post effects, shadow resolution and extended draw distance options. There is a handy option at the top which shows how much video memory the options are expected to consume, with obvious repercussions if a user requests more video memory than is present on the card (although there’s no obvious indication if you have a low end GPU with lots of GPU memory, like an R7 240 4GB).

To that end, we run the benchmark at 1920x1080 using an average of Very High on the settings, and also at 4K using High on most of them. We take the average results of four runs, reporting frame rate averages, 99th percentiles, and our time under analysis.

All of our benchmark results can also be found in our benchmark engine, Bench.

MSI GTX 1080 Gaming 8G Performance


1080p

4K

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  • ComposingCoder - Thursday, April 19, 2018 - link

    just an FYI, they tested on different settings..... Toms Hardware for example used High on civ VI vs ultra that was used here.
  • fallaha56 - Thursday, April 19, 2018 - link

    Try techradar who actually patched

    They too are showing massive Intel hits
  • RafaelHerschel - Thursday, April 19, 2018 - link

    Correct me if I'm wrong, but TechRadar seems to have tested only two games and provides minimal information on how they tested. Plus, Intel is still a bit faster in their tests.
  • fallaha56 - Thursday, April 19, 2018 - link

    Look at the geekbench scores

    They also include ‘before and after’ Spectre2 patches for Intel

    The reliance of Intel on prefetch is well-known and now it’s busted
  • Crazyeyeskillah - Friday, April 20, 2018 - link

    AMD hardware crushes intel on GEEKBENCH. You have to look at all tests together, and never focus on one test, unless that is the only thing you are buying your processor for, like gaming, or video encoding.
  • sardaukar - Thursday, April 19, 2018 - link

    There's no need to be a dick about it.
  • SkyBill40 - Thursday, April 19, 2018 - link

    Burden of proof fallacy?

    ACTIVATE!
  • xidex2 - Thursday, April 19, 2018 - link

    So you are now Intel engineer or what? How do you know what impact those patches have on Intel CPUs? Get a grip and delete these childish comments.
  • RafaelHerschel - Thursday, April 19, 2018 - link

    I'll add Hardware Unboxed on YouTube.
  • ACE76 - Thursday, April 19, 2018 - link

    Anandtech isn't the only one to have come to this conclusion bud.

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