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Gta online pc
Gta online pc





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That is how it works in most games, the game's base resolution is turned down, then FSR or DLSS upscales it back to native. I'm not sure where you get some of those conclusions from my man lmao. The issue is fixed on consoles, it will be fixed on PC. You can change them in Notepad or whatever text/code editor you use, or they depend on other settings, but aren't in-game. RDR2's settings.xml also has a bunch of settings that aren't exposed to the user. Someone yesterday told me the Diamond Casino Lucky Wheel spins at half frame rate on PS5's Performance RT mode, I would imagine it's stuff like that. Single-step physics is simply a math option that can be more, or less CPU intensive, and it doesn't mean cars will be supersonic, I think it will instead be related to cloth physics and similar. Incorrect, otherwise Broughy's video wouldn't have existed saying the issue is fixed between 30 and 60 FPS.

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It also funnily means some SGA ray tracing code could even have been backported from GTA VI lmao. It does support DX11 as even RDR2 has unused leftovers, they obviously won't remove that one from GTA V, it's still fully supported.

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lmaoĪlso, if what rollschuh is saying about SGA being used is true, it means I called this probably a year plus ago but everyone yelled at me for even suggesting they'd backport RDR2 graphics code to this, which makes total sense, doesn't mean the game would look like RDR2 lmao.

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I did not miss technical discussions about PC versions on this forum. It's more than a fact at this point that the PC version of " E&E" will have DirectX 12 even because there's extra ray tracing options in the settings file that aren't used on the consoles. The shader code being similar or inspired by HLSL doesn't mean it's a PS equivalent of DX $versionHere.īesides, those are PS5 settings files, the DX_Version option will be ignored as the PlayStation uses their own GNM and GNMX graphics API. Honestly it's getting to the point that you should not even bothering replying before you do some actual research with some of your latest takes DirectX 12 is needed for ray tracing. If an API is removed then the indices will change. You know that "index 2" can still be DX12 if they remove DX10 from the game, right.? An option that dates back to Windows Vista, and we're in a time where basically all GPU's support at least DX11. 0 is DX10, 1 is DX10.1, index 3 would be where DX12/Vulcan would be (if DX11.1 isn't counted) The way it works in RDO, already is good enough, if we get that on PC im happy. If the XBOX and PS versions aren't that much different, then the way they use the API/cpu cores is also going to be similar.Įither way, end result is that it still doesn't do much to spread work across cores. The fact that the DX version is even an option/listed in the file and hasn't changed from what it would be on be/what it had been on ps4? means they haven't changed all that much. They're still using what is essentially the PS equivalent of DX11?īet you the dump from a series x will probably have much the same settings. Okay so not DX like Xbox, but close enough. This can be a familiar way to work if the developers are used to platforms like Direct3D 12."

gta online pc

Most developers start with Gnmx, which wraps around Gnm, which in turn manages the more esoteric GPU details. "The PlayStation 4 features two graphics APIs, a low-level API named Gnm and a high-level API named Gnmx. "yStation Shader Language is very similar to the HLSL standard in DirectX 12,"

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This is done in an effort to prevent griefing.įor a full rundown of how this GTA Online feature has changed since it’s inception, check out Fandom’s Wiki Page here.The playstation 5 doesn't have DX12 support, it has it's own API, and because that file is from a PS5, that doesn't say anything about DX12 support for the PC version.

gta online pc

In addition, when you exit Passive Mode there is a thirty second countdown in which the player is able to be killed but cannot access their weapons. Please note, there is a five minute cooldown between exiting Passive Mode and re-entering Passive Mode.

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READ MORE: GTA Online: What Is The Open Road and How To Access It It used to cost $100 to enter Passive Mode, but now this is gone so switch between the two modes at your own leisure. Even if they managed to collide, they will fly through the player.

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Weapons with a lock-on ability, such as the Homing Launcher and various Vehicle-Mounted Missiles, cannot target Passive Players.

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Weapons that deal area damage also cannot damage or kill them. It is impossible to shoot at a passive player. Here’s an overview of what Passive Mode means in a bit more detail from Fandom’s Wiki Page: You can walk through Passive Mode players on GTA Online / Credit: Fandom

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  • Gta online pc