Rockstar adds ray tracing to GTA 5, but it's almost too much

Cal Jeffrey

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Editor's take: While there have been plenty of "next-gen upgrades" to existing games, very few have provided ray tracing, with most just focusing on higher-resolution assets. So it's nice to see that Rockstar added RT support to GTA V on the PS5 and XBSX in its latest update. Most of the time it looks great, but in some situations, it almost feels like too much reflecting cheapens the effect.

It took a couple of years, but Rockstar finally added ray-tracing support to Grand Theft Auto 5 on the PlayStation 5 and Xbox Series X. The consoles are now more than two years into their lifecycle and are no longer "next-gen," but that doesn't mean that games can't benefit from the extra horsepower.

Most folks play with the graphics set to "Performance" mode, especially in multiplayer. To get nice shiny reflections, you need to switch to "Fidelity" by going to the pause menu. Then select Settings->Display->Graphics Mode. Then press left or right to swap to Fidelity, which turns on full ray tracing. There is also a "Performance RT" mode if you prefer a bit of balance.

It makes a remarkable difference, as shown in the video (above) and screenshots. Reflections coming off windows and water really pop out and have a much higher level of detail. While it looks good, some surfaces seem almost too shiny.

For example, while some people keep a mirror finish on their brand-new cars, most don't. So seeing a detailed reflection in every vehicle you pass seems a bit illusion-breaking to me. Of course, I formed my opinion from second-hand images and videos. I might change my tune after I fire the game up later tonight.

That said, Not feeling like you are a vampire when you walk up to a shop's glass facade is a pleasant change. I always found it strange that I could see the street behind me in a pane of glass but not my own reflection. Reflective is good. Reflective of everything but the player character, not so much.

Ray tracing also makes reflections more accurate in their presentation when viewed from the same angle. In the comparison above, precise path tracing shows the shops neon signage where it is belongs. With RT off, the marquee's fuzzy reflection is way too close to the building (note how just the far corner of the marquee is closer to the camera with RT on). This correction is consistent as you move around.

The other nice thing about the update is that it shows developers are getting more familiar with the new hardware and starting to push it further. This familiarity has always led to higher fidelity and better optimization. So theoretically, we should soon begin seeing more frame-rate consistency when running console games in 4K.

So far, only a couple of dozen titles have taken advantage of the extra power in today's consoles to deliver ray-traced visuals with varying degrees of detail. Spider-Man Remastered, Watch Dogs Legion, and Cyberpunk 2077 are a few examples of games with striking RT implementations. Before long, we should see RT become more or less a standard in AAA titles.

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Looks great

Cool update

Chrome cars a dumb to begin with, but looks like they now reflect as they should.
 
Because the RDNA consoles are where 80% of the Gamers are. Game Developers do not cater to nVidia, unless they pay them.
Something that has got absolutely nothing to do with Rockstar’s actions.

When GTAV was updated (the E&E version) and released for the PS5/XBSX, back in the Spring of this year, it was discovered that some ray tracing features and some other visual aspects were present in the release but disabled. It's taken Rockstar 7 months to actually go ahead and finish and activate it all, so they're not exactly rushing to make any of this happen, irrespective of the platform and target audience.

They started to unify all PC ports to the same branch in September and finalized the process in October. As to why it's taking all so long for the PC, GTAV on that platform uses D3D11, which means they'll either have to rewrite the entire rendering engine for D3D12 or use D3D11on12 in order to add a DXR pipeline. The former is certainly possible, given the size of the studio, but it's more likely to involve the latter.
 
Meh. I guess if you're into the completely unrealistic idea that everything is super glossy and looks like a mirror. I mean glass windows have a muted reflection, but they should not look like mirrors. Its like they turned the reflections knob up to 11 just because they could.

Maybe the issue is that humans focus on what they want to see and naturally ignore the distracting reflections. In the video game you don't really get the same effect because the rendering engine forces you to focus on the reflections. The natural tuning out your brain does is not possible with ray tracing in games so it comes off looking unnatural.
 
Because the RDNA consoles are where 80% of the Gamers are. Game Developers do not cater to nVidia, unless they pay them.
Um, chief, you may want to check steams monthly users cound of roughly 120 million, then compare it to Xbox/PS5 sales before verbally vomiting again.
 
While innacurate, GTA V vanilla reflections were always interesting to me. It seems to use a realtime cubemap that reflects everything around the player, like it´s done in racing games since the 6th generation of consoles, except this cubemap is used every reflective surface, not just your car.
 
While innacurate, GTA V vanilla reflections were always interesting to me. It seems to use a realtime cubemap that reflects everything around the player, like it´s done in racing games since the 6th generation of consoles, except this cubemap is used every reflective surface, not just your car.
Adrian Courrèges does some fantastic breakdowns of how games render frames and has done a three-part analysis of GTAV. Here's his look at how reflections are done:

 
"Before long, we should see RT become more or less a standard in AAA titles."

more frivolous nonsense to waste computational energy, of course it will became standard for "AAA" games. "AAA" games are so dumbed down and packed with scams that graphics is literally all they have to suck people into the garbage.
 
"While there have been plenty of "next-gen upgrades" to existing games, very few have provided ray tracing, with most just focusing on higher-resolution assets. "

Which begs the question, why then are your tests always slapping a negative on cards that don't support this superfluous and dubious eye-candy??

Never mind, we know the answer.
 
Superfluous and dubious was exactly what everyone said about shadows and reflections back when rasterizaion was first added :)
 
Excellent for narcissistic people who wanna constantly watch themselves in shop windows, mirrors and other shiny surfaces. But they seriously need to add blur and distortions to RT reflections. Nothing reflects 100% of the received light, especially not without distortions.
 
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Excellent for narcissistic people who wanna constantly watch themselves in shop windows, mirrors and other shiny surfaces. But they seriously need to add blur and distortions to RT reflections. Nothing reflects 100% of the received light, especially not without distortions.

Sounds like my ex girlfriend.
 
Um, chief, you may want to check steams monthly users cound of roughly 120 million, then compare it to Xbox/PS5 sales before verbally vomiting again.

And how many of those 120 million steam users have pc capable of running RT? probably not as many as xbox s/x ps5 players. This is coming from pc elitist with 5900x/6900xt/64gb ram/2tb samsung 970 nvme.

Look at how borked the RT implementation for Witcher 3 was compared to console.
 
RT is the future, no doubt, but definitely not the present of gaming. It'll take probably a few more years before it really starts to be interesting. I mean competitive fully ray traced games.
 
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