GTA 5 to look way better on PC.

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destrekor

Lifer
Nov 18, 2005
28,799
359
126
I went down to 2k DSR for playability and settings.
It doesn't really run well at any settings at 4k, but I can do high settings at 2k.

What is your display resolution?

Do you realize 2K is basically 1080p? 2048x1080, as opposed to 1920x1080.
 

skipsneeky2

Diamond Member
May 21, 2011
5,035
1
71
What is your display resolution?

Do you realize 2K is basically 1080p? 2048x1080, as opposed to 1920x1080.

This is good need to know info.:) Up till the 4k naming scheme anyways i have been more or less used to naming 2560x1440 1440p and 2560x1600 1600p and thought 2k resolution was 1440p.

I do much prefer 1440p and 1600p to stay the same name wise.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
This is good need to know info.:) Up till the 4k naming scheme anyways i have been more or less used to naming 2560x1440 1440p and 2560x1600 1600p and thought 2k resolution was 1440p.

I do much prefer 1440p and 1600p to stay the same name wise.

Technically, we should be sticking with names like QHD (1440p), and UHD ("4K"), because 2K has always existed as a cinema standard, and 4K is the cinema standard for UHD. 4K's true definition is 4096x2160, while UHD is 3840x2160. The latter is what you see on consumer products, the former is the standard production format which is cut down to size for broadcast/consumer media.

1080p is something people have always called 1080p, but it's true name is FHD. That didn't stick. Yet now, 4K seems to be the product name sticking, sometimes being called UHD 4K, to differentiate from the to be used later UHD 8K, which is also technically FUHD.

Most people say 1440p for that resolution, some refer to it as QHD. 1600p is what is usually said, but often it is described as WQXGA, which follows the industry convention for computer display resolutions, which describes most of the common formats: 16:10, 5:4, 4:3, 3:2, etc, basically everything NOT 16:9; all of which were the standard for computers before the market was flooded with HD variants (16:9).

2K is something that just wasn't used in common parlance, because it was never a thing except for those within the production industry. It is making a splash now that theater goers read about high-quality 2K projectors and especially now that 4K is getting bandied about all over the place.
 
Feb 6, 2007
16,432
1
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Technically, we should be sticking with names like QHD (1440p), and UHD ("4K"), because 2K has always existed as a cinema standard, and 4K is the cinema standard for UHD. 4K's true definition is 4096x2160, while UHD is 3840x2160. The latter is what you see on consumer products, the former is the standard production format which is cut down to size for broadcast/consumer media.

1080p is something people have always called 1080p, but it's true name is FHD. That didn't stick. Yet now, 4K seems to be the product name sticking, sometimes being called UHD 4K, to differentiate from the to be used later UHD 8K, which is also technically FUHD.

Most people say 1440p for that resolution, some refer to it as QHD. 1600p is what is usually said, but often it is described as WQXGA, which follows the industry convention for computer display resolutions, which describes most of the common formats: 16:10, 5:4, 4:3, 3:2, etc, basically everything NOT 16:9; all of which were the standard for computers before the market was flooded with HD variants (16:9).

2K is something that just wasn't used in common parlance, because it was never a thing except for those within the production industry. It is making a splash now that theater goers read about high-quality 2K projectors and especially now that 4K is getting bandied about all over the place.

You can't market FHD vs QHD vs UHD vs WQXGA because all consumers see is a jumble of letters that mean nothing. I'm more of an enthusiast than 99% of all consumers and when I start seeing all these abbreviations/codes MY eyes glaze over. Consumers want simple, and "4K" is certainly that. All these "full HD, ultra HD, super premium HD" labels start to feel like Street Fighter 2 editions.
 

cmdrdredd

Lifer
Dec 12, 2001
27,052
357
126
You can't market FHD vs QHD vs UHD vs WQXGA because all consumers see is a jumble of letters that mean nothing. I'm more of an enthusiast than 99% of all consumers and when I start seeing all these abbreviations/codes MY eyes glaze over. Consumers want simple, and "4K" is certainly that. All these "full HD, ultra HD, super premium HD" labels start to feel like Street Fighter 2 editions.


Where is my super turbo ultra HD hyper fighting rainbow edition TV?

It's funny, some cinema cameras from RED have 5k resolution and a new one just announced will do 8k. They are professional cinema cameras that can be formatted and transferred to an IMAX print. I wonder if someone has ever said to a salesman that they want a 5k or 8k TV because of the new camera being used in movies.
 
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destrekor

Lifer
Nov 18, 2005
28,799
359
126
You can't market FHD vs QHD vs UHD vs WQXGA because all consumers see is a jumble of letters that mean nothing. I'm more of an enthusiast than 99% of all consumers and when I start seeing all these abbreviations/codes MY eyes glaze over. Consumers want simple, and "4K" is certainly that. All these "full HD, ultra HD, super premium HD" labels start to feel like Street Fighter 2 editions.

I know. And agree, I hate the WQXGA nonsense, I was just stating the facts. ;)

Most people have always just said the resolution, either the Progressive/Vertical element (720p, 1080p, etc), or the whole resolution (2560x1600, 1920x1200). That's how we all see it.

For consumer market, they started with 1080p, and, frankly, it would have made more sense to sell 2160p. It's easy to see how one is superior to the other. 1080p vs 720p? Meh. 2160p vs 1080p? Holy shit, that must be better. UHD would have never went anywhere, just as FHD (1080p) was, if used, a secondary description to the 1080p nomenclature. But at least 2160p makes sense, 4K is just nonsensical to the consumer. And worse, some are confusing the "4K" with the "4 times the resolution of 1080p" and concluding that that is what the 4 in 4K means.

I'm just bitter they didn't go with 2160p for ease of understanding. 4K is stupid and, worse, inaccurate.
 

Fox5

Diamond Member
Jan 31, 2005
5,957
7
81
What is your display resolution?

Do you realize 2K is basically 1080p? 2048x1080, as opposed to 1920x1080.

1080p on a 51" plasma screen. So whatever 2x DSR gives me there.
2k makes a huge difference on that, but I think it's largely due to the DSR filter working, while the in game AA options don't really work due to the post processing effects used everywhere.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
I finally got GTAV today. (The DVD-version was sold out in my country for 2 weeks since release).

The driving is terrible. I've played GTA3 on PC a decade ago. Driving was not fun then either. Too bad Rockstar didn't improve it. The main reason is that the steering (left/right A/D) is way way way too sensitive. I can only make very large adjustments to the left or right. I want much less sensitivity. Like a real car.

Is there anything I can configure to make the steering less sensitive ?
Anything in the UI ? Anything in config files ?

I noticed each character has skills. Franklin had 50% or 60% driving skills at the start. But the driving was terrible. Will it be noticeably better at 100% driving skill ?

I play with a trackball and a joystick. The trackball is the same as a mouse. And I use the joystick for moving and abilities (like shooting). My joystick is highly programmable. (It has its own programming language). I could program it to do "50ms press A, then 300 ms of not pressing A, press A for 50ms, 300ms of not pressing A, ...." etc. That should lower the sensitivity, I guess. But I rather not have to do that if there is an easier way to drive cars in GTA V.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
1080p on a 51" plasma screen. So whatever 2x DSR gives me there.
2k makes a huge difference on that, but I think it's largely due to the DSR filter working, while the in game AA options don't really work due to the post processing effects used everywhere.
Wait, you said "2x DSR" didn't you, and not "2k DSR"?

My bad, I'm an idiot. You are getting a good downsample, so that is likely to look good.
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
The driving is terrible.
Is there anything I can configure to make the steering less sensitive ?
Anything in the UI ? Anything in config files ?

I noticed each character has skills. Franklin had 50% or 60% driving skills at the start. But the driving was terrible. Will it be noticeably better at 100% driving skill ?

I play with a trackball and a joystick. The trackball is the same as a mouse. And I use the joystick for moving and abilities (like shooting). My joystick is highly programmable. (It has its own programming language). I could program it to do "50ms press A, then 300 ms of not pressing A, press A for 50ms, 300ms of not pressing A, ...." etc. That should lower the sensitivity, I guess. But I rather not have to do that if there is an easier way to drive cars in GTA V.

It sounds like your stick isn't analog? The keys are considered hard left and hard right so you can do hard left and hard rights. Don't want to do a hard left or hard right? Just tap the key. That is all there is too it. If you can't get above the keyboard learning curve (and I am not saying it is superior when driving) then you should go pickup a gamepad. The analog thumb stick and analog triggers making driving much easier.

The skill meters do help noticeably, in driving you are less likely to skid on turns and you do seem to have a more fine control. Flying skill improves control smoothness as well as reduces the amount of bouncyness from air currents.
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
Technically,::insert resolution gobbledigook here::

/tableflip

QHD is really getting the rounds because of phone resolutions too. It is funny because eveytime I see those letters I think "Quarter HD", as in smaller then HD, much like we had quarter and half VGA resolutions 2 decades ago.
 

destrekor

Lifer
Nov 18, 2005
28,799
359
126
/tableflip

QHD is really getting the rounds because of phone resolutions too. It is funny because eveytime I see those letters I think "Quarter HD", as in smaller then HD, much like we had quarter and half VGA resolutions 2 decades ago.

Yeah, they really threw things into madness when they switched the Q. QVGA was the first Q, then went unused until Quad Extended, where QXGA meant 4x XGA.

Yeah, QHD is a big phone resolution now. I kind of threw in mobile under the computing, because all those same resolution names have all popped up in mobiles for a long time now. All the VGAs and XGAs of the world were listed on phone spec sheets somewhere, especially during the Windows Mobile era. Now they're all focusing on the consumer HD resolutions like the majority of the computer market. :\
 

Majcric

Golden Member
May 3, 2011
1,409
65
91
What are the rest of your System Specs? And your expectations of how you want GTA to run as in IQ and FPS.
 
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Gryz

Golden Member
Aug 28, 2010
1,551
204
106
It sounds like your stick isn't analog?
My stick is analog.
But for most games I have programmed it to simulate WASD.

I could change that, and make my stick move the X-axis and Y-axis. But I don't think GTAV will accept that. I think GTAV will expect a full gamepad, with all axis (2 thumbsticks) and buttons. Or else it won't accept it. I doubt it would accept a hybrid of trackball for mouselook and gamepad axis for movement. I'm not even gonna try.

Don't want to do a hard left or hard right? Just tap the key. That is all there is too it. If you can't get above the keyboard learning curve (and I am not saying it is superior when driving) then you should go pickup a gamepad. The analog thumb stick and analog triggers making driving much easier.
I have no plans to buy a gamepad for just one game.
I'm gonna program my joystick to "tap" the A and D buttons. It will probably take a while to get it right. But once I get it right, it should be even more precise than tapping a real A or D button on a keyboard.

The skill meters do help noticeably, in driving you are less likely to skid on turns and you do seem to have a more fine control. Flying skill improves control smoothness as well as reduces the amount of bouncyness from air currents.
Thanks. I will make sure I'll get my skill-level up. I just got the game. Just riding around in an old van is already lots of fun !
 

CZroe

Lifer
Jun 24, 2001
24,195
857
126
Any idea how will this run on my 2011 Alienware M11X r3? GeForce GTX 540M, 16GB of RAM, 1TB HDD, Sandy Bridge Core i5, etc
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
My stick is analog.
But for most games I have programmed it to simulate WASD.

I could change that, and make my stick move the X-axis and Y-axis. But I don't think GTAV will accept that. I think GTAV will expect a full gamepad, with all axis (2 thumbsticks) and buttons. Or else it won't accept it. I doubt it would accept a hybrid of trackball for mouselook and gamepad axis for movement. I'm not even gonna try.

Do this, it will. In fact never bind your analog stick to keys again. Total waste. ;)


Why? Stuttery frame rate? check. Pixelated mess because you are trying to show the rain on youtubes kbp/s budget for 1080p60? check.

Any idea how will this run on my 2011 Alienware M11X r3? GeForce GTX 540M, 16GB of RAM, 1TB HDD, Sandy Bridge Core i5, etc

720p. minimum settings. I could see it happening.
 
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Gryz

Golden Member
Aug 28, 2010
1,551
204
106
Do this, it will. In fact never bind your analog stick to keys again. Total waste. ;)
Thanks for the tip. I tried it. It didn't work.

Most games nowadays do not support joysticks. They might support gamepads, because they are cross-platform, and taking over the gamepad code from the console builds might be easy. But a joystick is a different thing from a gamepad.

I've played all my games with my joystick. Ever since Unreal in 1999. Usually when I play a new game, I take one of my existing profiles, tweak them a bit for the new game, and I'm good to go. I can do double-tapping (for the Unreal series games, but also for The Witcher). I have key-macros to combine multiple keypresses into one button press on my joystick (used to be very useful in WoW). I do auto-sprint when my stick moves full forward. Etc.
One of the benefits is that the "feel" of WASD will be exactly the same for me in every game I play.

I'll just have to do a little programming here. No problem.
 

Maestro1337

Member
May 2, 2015
26
0
0
Do this, it will. In fact never bind your analog stick to keys again. Total waste. ;)



Why? Stuttery frame rate? check. Pixelated mess because you are trying to show the rain on youtubes kbp/s budget for 1080p60? check.



720p. minimum settings. I could see it happening.


Before being a dick, its recording fault, Ingame wasnt like that.
 

JeffMD

Platinum Member
Feb 15, 2002
2,026
19
81
Thanks for the tip. I tried it. It didn't work.

Most games nowadays do not support joysticks. They might support gamepads, because they are cross-platform, and taking over the gamepad code from the console builds might be easy. But a joystick is a different thing from a gamepad.

I've played all my games with my joystick. Ever since Unreal in 1999. Usually when I play a new game, I take one of my existing profiles, tweak them a bit for the new game, and I'm good to go. I can do double-tapping (for the Unreal series games, but also for The Witcher). I have key-macros to combine multiple keypresses into one button press on my joystick (used to be very useful in WoW). I do auto-sprint when my stick moves full forward. Etc.
One of the benefits is that the "feel" of WASD will be exactly the same for me in every game I play.

I'll just have to do a little programming here. No problem.

I dunno mate, sounds like your joystick has shite for Direct Input support. The game shouldn't really care what it sees (although im sure it will try and detect an xbox controller and match up a profile for it, but there are many other pc gamepads with the same inputs). The analog input for a thumbstick should looks exactly the same as an analog joystick.

Also I would have to say running around with a digital joystick (call it what you will, but as long as you are only using keyboard keybinds, nothing is analog) is even worse then a keyboard. It is so 1980s. If you insist on using a controller, I think its time to buy a gamepad.
 

Gryz

Golden Member
Aug 28, 2010
1,551
204
106
I dunno mate, sounds like your joystick has shite for Direct Input support.
My joystick is just fine. In fact, it is one of the most flexible joysticks with great software support. The problem is usually the games. I googled "joystick support gta v pc" a bit. And found many examples of people trying to get their joysticks to work. Without any real success with any brand or type joystick. (Except see below).

The game shouldn't really care what it sees (although im sure it will try and detect an xbox controller and match up a profile for it, but there are many other pc gamepads with the same inputs). The analog input for a thumbstick should looks exactly the same as an analog joystick.
It shouldn't. But it does.
Rockstar has taken the approach to support a number of well-known gamepads. And configured their input-software to support that, and nothing else. I have no problem with that. My question here was something else. I had hoped there would be a "slider" to configure the steering sensitivity in cars. Either via the UI, or via config files.

Also I would have to say running around with a digital joystick (call it what you will, but as long as you are only using keyboard keybinds, nothing is analog) is even worse then a keyboard. It is so 1980s. If you insist on using a controller, I think its time to buy a gamepad.
Typical internet forum dribble. What works best for you, might not be best for me. I like my setup. It works great it many games. But not all. So be it. The benefits (for me) outweigh the downsides (for me).

Example: configuring my joystick with WASD support makes it a digital (not analog) stick. True. But in many case you want that. In a shooter you (almost) always want to run full speed. Analog would give you a ramp-up time, which slows you down. You also want a small deadzone in those games, so you start running as soon as you touch your stick. In other games you want analog behaviour, with larger deadzones (so you don't fall off ledges :)). Having a programmable joystick is a bit more work. But it allows me to get max efficiency for different games.

Gamepads might have some benefits for others. But I like my lookaround input on a mouse (or trackball). Gamepads might be nice for movement. I can't believe the lookaround will ever be as good as a mouse. But for movement, I prefer my joystick 10x over a keyboard.

I googled a bit. I am not the only one with this problem. Although, to be fair, most people want to use a joystick only for flying airplanes in GTAV. It seems there are 3 potential solutions.

1) The GTAV folders have a file called gamepad.xml. That file has xml definitions for axis and buttons on gamepads. By editing this file, I might get the game to recognize my joystick and use the X/Y-axis. Doesn't seem simple though. And as GTAV takes a minute to start (and actually get playing), it would be hell to test.

2) There is a utility called x360ce. Free, open source. It is a utility that allows you to combine multiple input devices, and make it look like one single gamepad to a game. This seems to work for people. However, many people report that the game crashes when you exit. And by using an injector (dll), you run the risk of getting banned by Rockstar.

3) Programming my joystick. With "temporal analog input dithering". :) A bit more work. But once I get it to work, I can maybe use this for other games too. Like Dark Souls, which has terrible keyboard/joystick support. Although, maybe x360ce would be good for that too.

Thanks for answering my questions, even though the answers were not exactly what I was looking for. They made me google a bit more, and find directions for workarounds.

Now if Rockstar would just implement a "steering sensitivity slider" in game, and all this wouldn't be necessary. :)
 
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