Grand Theft Auto V

Now a truly venerable title, GTA V is a veteran of past game suites that is still graphically demanding as they come. As an older DX11 title, it provides a glimpse into the graphically intensive games of yesteryear that don't incorporate the latest features. Originally released for consoles in 2013, the PC port came with a slew of graphical enhancements and options. Just as importantly, GTA V includes a rather intensive and informative built-in benchmark, somewhat uncommon in open-world games.

The settings are identical to its previous appearances, which are custom as GTA V does not have presets. To recap, a "Very High" quality is used, where all primary graphics settings turned up to their highest setting, except grass, which is at its own very high setting. Meanwhile 4x MSAA is enabled for direct views and reflections. This setting also involves turning on some of the advanced rendering features - the game's long shadows, high resolution shadows, and high definition flight streaming - but not increasing the view distance any further.

Grand Theft Auto V - 3840x2160 - Very High Quality

Grand Theft Auto V - 2560x1440 - Very High Quality

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  • willis936 - Tuesday, July 23, 2019 - link

    I think there is an error on the first page comparison table: 2080 Ti memory clock.

    Also first I guess.
  • willis936 - Tuesday, July 23, 2019 - link

    Also the last paragraph of the conclusion should have "barring" rather than "baring".
  • Ryan Smith - Tuesday, July 23, 2019 - link

    This is what happens when you get overeager with copying & pasting... Thanks!
  • extide - Tuesday, July 23, 2019 - link

    and you say ending the bundle when I think you mean extending
  • Ryan Smith - Tuesday, July 23, 2019 - link

    The fault with that one lies solely with Word!
  • boozed - Tuesday, July 23, 2019 - link

    You guys really need a "corrections" link so the comments section isn't full of people pointing out typos and malapropisms (I'm guilty of the latter myself, though).

    Cheers for the review
  • RSAUser - Wednesday, July 24, 2019 - link

    They rather need a grammarly subscription.
  • willis936 - Tuesday, July 23, 2019 - link

    496 GB/s for $700. I'm curious to see a retrospective of GPU memory bandwidth vs. cost over the last ten years. It feels like it's really sat still compared to transistor count. Are GPU caches getting bigger? Even then there is little that can be done about the main memory bandwidth requirements of SIMD workloads. We have faster interconnects yet the buses are staying the same or getting smaller.
  • Stuka87 - Tuesday, July 23, 2019 - link

    Bandwidth matters less now than it did many years ago thanks different types of compression being used. You can fit more data into the same amount of bandwidth now than you could years ago.
  • willis936 - Tuesday, July 23, 2019 - link

    Lossy compression isn't free. At some point the user will say "this looks bad". If that wasn't the case then why not compress every 64x64 tile to 1 KB? It's dependent on the data's entropy and many textures are high entropy. It's nice to have tuneable control over a soft cap, but it isn't a magic bullet that makes things better.
    Lossless compression would be bad in this application. No one should make a system that imposes a maximum allowed entropy on artists.

    Memory bandwidth always has and remains to be the bottleneck of SIMD systems.

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