Gaming: Grand Theft Auto V

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).

AnandTech CPU Gaming 2019 Game List
Game Genre Release Date API IGP Low Med High
Grand Theft Auto V Open World Apr
2015
DX11 720p
Low
1080p
High
1440p
Very High
4K
Ultra

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

Game IGP Low Medium High
Average FPS
95th Percentile

Gaming: Strange Brigade (DX12, Vulkan) Gaming: Far Cry 5
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  • TEAMSWITCHER - Tuesday, November 13, 2018 - link

    I never said that we didn't have external monitors, keyboards, and mice for desktop work. However, from 25 years of personal experience in this industry I can tell you emphatically .. productivity isn't related to the number of pixels on your display.
  • HStewart - Tuesday, November 13, 2018 - link

    Exactly - I work with 15 in IBM Thinkpad 530 that screen is never used - but I have 2 24in 1980p monitors on my desk at home - if I need to go home office - hook it up another monitor - always with external monitor.

    It is really not the number of pixels but size of work sapace. I have 4k Dell XPS 15 2in1 and I barely use the 4k on laptop - I mostly use it hook to LG 38U88 Ultrawide. I have option to go to 4k on laptop screen but in reality - I don't need it.
  • Atari2600 - Tuesday, November 13, 2018 - link

    I'd agree if you are talking about going from 15" 1080p laptop screen to 15" 4k laptop screen.

    But, if you don't see significant changes in going from a single laptop screen to a 40" 4k or even just dual SD monitors - any arrangement that lets you put up multiple information streams at once, whatever you are doing isn't very complicated.
  • twtech - Thursday, November 15, 2018 - link

    Maybe not necessarily the number of pixels. I don't think you'd be a whole lot more productive with a 4k screen than a 2k screen. But screen area on the other hand does matter.

    From simple things like being able to have the .cpp, the .h, and some other relevant code file all open at the same time without needing to switch windows, to doing 3-way merges, even just being able to see the progress of your compile while you check your email. Why wouldn't you want to have more screen space?

    If you're going to sit at a desk anyway, and you're going to be paid pretty well - which most developers are - why sacrifice even 20, 10, even 5% productivity if you don't have to? And personally I think it's at the higher end of that scale - at least 20%. Every time I don't have to lose my train of thought because I'm fiddling with Visual Studio tabs - that matters.
  • Kilnk - Tuesday, November 13, 2018 - link

    You're assuming that everyone who needs to use a computer for work needs power and dual monitors. That just isn't the case. The only person kidding themselves here is you.
  • PeachNCream - Tuesday, November 13, 2018 - link

    Resolution and the presence or absence of a second screen are things that are not directly linked to increased productivity in all situations. There are a few workflows that might benefit, but a second screen or a specific resolution, 4k for instance versus 1080, doesn't automatically make a workplace "serious" or...well whatever the opposite of serious is in the context in which you're using it.
  • steven4570 - Tuesday, November 13, 2018 - link

    "I wouldn't call them very "professional" when they are sacrificing 50+% productivity for mobility."

    This is quite honestly, a very stupid statement without any real practical views in the real world.
  • Atari2600 - Wednesday, November 14, 2018 - link

    Not really.

    The idiocy is thinking that working off a laptop screen is you being as productive as you can be.

    The threshold for seeing tangible benefiting from more visible workspace (when so restricted) is very low.

    I can accept if folks say they dock their laptops and work on large/multiple monitors - but absolutely do not accept the premise that working off the laptop screen should be considered effective working. If you believe otherwise, you've either never worked with multiple/large screens or simply aren't working fast enough or on something complicated enough to have a worthwhile opinion in the matter! [IMO it really is that stark and it boils my piss seeing folks grappling with 2x crap 20" screens in engineering workplaces and their managers squeezing to make them more productive and not seeing the problem right in front of them.]
  • jospoortvliet - Thursday, November 15, 2018 - link

    Dude it depends entirely on what you are doing. A writer (from books to marketing) needs nothing beyond a 11" screen... I'm in marketing in a startup and for half my tasks my laptop is fine, writing in particular. And yes as soon as I need to work on a web page or graphics design, I need my two screens and 6 virtual desktops at home.

    I have my XPS 13 for travel and yes I take a productivity hit from the portability, but only when forced to use it for a week. Working from a cafe once or twice a week I simply plan tasks where a laptop screen isn't limiting and people who do such tasks all day (plenty) don't NEED a bigger screen at all.

    He'll I know people who do 80% of their work on a freaking PHONE. Sales folks probably NEVER need anything beyond a 15" screen, and that only for 20% of their work...
  • Atari2600 - Thursday, November 15, 2018 - link

    I never said the non-complicated things need anything more than 1 small screen!

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