http://www.eurogamer.net/articles/digitalfoundry-2015-grand-theft-auto-5-pc-performance
On the whole, Grand Theft Auto 5 on PC is a highly adaptable effort that gives most set-ups a fighting chance to run the game. From budget £100 GPUs to £320 enthusiast cards, scalability is excellent across the entire gamut we tested, all of which is aided hugely by the game's range of graphics toggles and sliders. The only hitch is in its engine's reliance on fast, multi-threaded CPUs for AI and physics-related tasks - though this is still better optimised than GTA 4 was on PC.
We'll be dissecting the full extent of the PC's visual strengths over console in a face-off soon, but in terms of performance, there's no denying that Rockstar delivers. Some bugs hold the package back from perfection, however, such as a curious limit to 59Hz output (rather than the 60Hz standard for most monitors), which causes a slight stutter to motion in v-synced gameplay. Issues with its shadow system persist, too. But the results on even budget set-ups still outstrip those on PS4 and Xbox One. The GTX 750 Ti paired with the i3-3410 is a real success, for example - a combo that forms part of a circa-£300 PC, where 1080p60 at high settings is very doable.
As for pushing the boat out with a quad-core i7 machine, the award for best performance per pound goes to the R9 290 on very high settings. At £100 less than Nvidia's GTX 780 Ti, it makes sense to go with AMD in this bracket given the relatively small difference in frame-rate. It must be stressed that the AMD path is only viable if other, top-end components are in place, in particular a strong CPU. But whichever way you turn, the two-pronged attack of 60fps gameplay and superior draw distances on PC makes the 18-month wait worth it.
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So a low end PC can get you 1080p 60fps with around console like settings, albeit abit lower.
Well, no need to worry. I'm sure optimization and pedal to the metal coding will close the gap soon enough.
Any day now
any day
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