Gta 5 Mac Bootcamp



Hi there, This must be boring already, but I will still ask this as I know its possible to play GTA V on a Mac using Parallels, so is there anyone doing it already and if I can play it on my macbook pro 13' (Early 2015), 2.7Ghz i5, 8GB 1867MHz, Intel Iris 6100 (1536MB). At least on average. Log-in, point it to your Steam account and install GTA V. Hook up a PS4 controller and you should be able to play. Depending on your Mac you can also use Bootcamp. I have a MacBook Pro with a 570 gpu. I get at least 30 fps at 1080p with high settings. Install GTA 5 on Mac with bootcamp Before attempting to install boot camp we recommend checking your macs specifications and cross referencing them with those recommend to run GTA 5. Next, you will need a program called Boot Camp. GTA 5 is another free popular game where you will need to install boot camp to play on mac. How to play Genshin Impact on Mac? To play this game on a Mac computer before an official Mac version gets released, you will first need to set up a Windows 10 partition on your Mac (Bootcamp on Mac).

  1. Gta 5 Mac Bootcamp Tutorial
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Sadly Rockstar Games haven't released an official version for Grand Theft Auto 5 for Mac OS X with little explanation why and it looks like they probably never will release it.


Until 2 years ago, I used to be a PC person. I had a giant tower desktop computer with fans with flashing lights. I replaced that with a maxed-out MacBook Pro so that I could start traveling and work from anywhere. The problem is, since then I’ve missed PC gaming. All that startup stuff gets so incredibly boring after awhile, and we need to destress. Why even leave your computer screen to destress when you can do it ON YOUR COMPUTER? YES! YES! FREEDOM OF REALITY!

So let’s browse the games in Apple’s App Store, well, they’re not so great. It’s kind of the iOS type stuff but then for OSX. Pretty very very shit.

But that’s stupid, because the MacBook Pro 15″ has two graphic cards, and they’re actually pretty powerful. And the MacBook Pro 13″ and MacBook Air have on-board graphic cards, but they’re fine to play PC games from a few years ago (like Skyrim). So it’s a bit of a shame, we can’t play games on it. And well, destress.

How about GTA V? It’s come out for PC a few months ago, so I wanted to see if I could get it working on my MacBook Pro. I was pretty sure I couldn’t, but I still wanted to try. I mean I’ve been wanting to play this for years, but never had a device for it. I mean, YOU NEED TO PLAY THIS, RIGHT?

I know you can run Windows on Mac with Parallels. But it’s a virtualization app, so it’d never run it with any high performance as the graphics drivers are virtual (software emulated) and not native (hardware). Try it with any game, it’ll probably crash even before playing it, or it’ll be extremely slow.

But then there’s Boot Camp, which lets you run Windows natively (without virtualization) and with high performance on your Mac. After it’s installed you’ll have to reboot to switch to Windows, but that only takes half a minute each time.

**Since Apple doesn’t like Windows, it makes it REALLY EXTRA SUPER hard to get Boot Camp to work. Obviously cause they hate Windows and never want you to use it. I get it. But that means it’s full of stupid bugs that you have to figure out yourself how to fix. It took me 10 days. Yes. 10 days of tears. Maybe that’s why I don’t know anybody using Boot Camp. So to save you all the PAIN and time, here is my tutorial with all the tricks to get it working.
**

What you’ll need

  • 16GB USB stick (not an SD card!), I tried a 8GB one as Apple recommends it, but it wasn’t big enough, yup WHATEVER!
  • Windows 8 ISO file, in a perfect world you’d buy this from Microsoft, but they make it really hard and want to ship you a physical CD (what the fuck, it’s 2015, let me buy an ISO), so just find an ISO file of Windows somewhere (okay fine, Microsoft, I guess you don’t WANT my money)
  • Steam account to buy GTA V PC (it’s about $50 I think, worth it because you can play it online if you buy it legally)

Prepare Boot Camp

First search for Boot Camp Assistant on your Mac. Click Continue and you’ll see this:

If this is your first time, select ALL boxes. The first one makes your USB stick loaded with Windows and OSX’s boot camp loader, the second one is the Boot Camp drivers it adds, the third one sounds weird but means it’ll partition your drive to set up Windows.

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So now click Continue:

Select your Windows ISO file and continue. Sonic unleashed wii download.

It’ll take some time to copy the Windows ISO to your USB stick, and then download the drivers from Apple that are compatible to your Windows version.

When it finishes, you’ll see this partition window. This means it’ll divide your hard drive up in two pieces, one drive for Windows, one for Mac’s OSX. Here it gets really dodgy, because it actually doesn’t work properly EVER.

You need to choose how big your Windows drive should be. To calculate the size: Windows needs about 20 GB to function, then you need some space for your game. GTA V takes 65 GB, so that is 65+20=85 GB. To make it performant I rounded it up to 100 GB. But it depends on how big your games are etc. Skyrim e.g. is less than 10 GB. So you’d need only 30 to 40 GB probably.

But then it doesn’t work

The reason I said this is dodgy is because it’ll probably fail. You’ll see this amazingly descript error probably like me and my friends did:

Gta

It took me days to figure out how to fix it. But it comes down to this: (1) free up space on your drive and (2) if it has disk errors or not. Aim to get about 50% free space. For me that was insane because I have a 1TB drive, with 100 GB free, so I had to free up another 400 GB. It helps to just put stuff on an external hard drive while you’re setting up Boot Camp, you can put it back after.

The non-blue stuff on Macintosh HD is my free space, not enough obviously. Make sure you get about 50% free space on your drive. So if you have 256 GB drive, get 125 GB free. At 500 GB, 250 GB free. At 1 TB, 500 GB free. You get it.

Now fix those errors

Even after clearing all that space, Boot Camp will probably still whine and fail again, like it did for me.

That’s because it’ll run into some weird errors on your drive. Those weird errors are because off, well, I have no fucking clue. But they’re there. How to fix this? Well you open Disk Utility.

Click “Verify Disk” and it’ll check your disk. This might take awhile. I got this crazy scary error. If you didn’t get that and it’s verified, then just skip this part.

I was like “wait WHAT? NO!”. My SSD drive was broken? Why did nobody tell me! I rebooted into Recovery Mode (reboot and hold CMD+R). There I opened Disk Utility in there to verify my disk. If your disk is encrypted like mine, you need to unlock it first by right-clicking the disk, selecting Unlock and entering your password.

Then I verified it again, repaired everything and it worked fine. There were no errors. Odd right? Who cares! Because after this it worked. I rebooted into normal OSX mode and started Boot Camp Assistant again. This time I only selected the last checkbox:

Let’s try again

There we go, partition it:

After partitioning, Boot Camp Assistant automatically restarts. And then BAM!

Now Windows doesn’t like our partitions

Yay! It’s Windows! On a Mac! Don’t celebrate too early, because this is where hell starts.

See what that says? “Windows cannot be installed to Disk 0 Partition 3”. Wait WHAT? WHY! Boot Camp was supposed to fix this shit, right? I was supposed to not do anything and Boot Camp would put all the files in the right place, to make it work on Mac, right?

NOPE!

Then you press Format on that partition. And it seems to work but no it doesn’t because it says:

“The selected disk of the GPT partition style”

COME ON!

What does it take for a (wo)man to get a Windows around here?

Well, a lot. After hours of Googling, I figured it out.

You need to reboot back into OSX. Exit the installation. Then hold ALT/OPTION and select Macintosh HD to boot to. Then go back to Disk Utility:

Select your BOOTCAMP partition and go to the Erase tab, then under Format select ExFAT and click Erase. Make sure you’re erasing the correct partition (BOOTCAMP not Macintosh HD).

After that reboot your MacBook into Windows by rebooting and holding the ALT/OPTION key and selecting your USB stick (I think it’s called EFI). It’ll load the Windows install again.

Try selecting the BOOTCAMP partition in the Windows installation again, you can recognize it by the size you made it. For me that was 100 GB (it showed as I think 86 GB). If it still gives an error, go last resort. Remove the BOOTCAMP partition within the Windows installation by clicking Delete.

Then add a new partition by clicking New:

Try installing it on that partition. If that still doesn’t work, you’re out of luck, cause I have no idea either.

And then…it works

You’ll see this.

The problem is that there’s a good chance the Boot Camp drivers for Windows to understand your MacBook (e.g. use WiFi, sound, etc.) aren’t installed. Luckily they’re on your USB stick. In the Start Screen go to search and type File Explorer. Then try to fin your USB stick. Open the Boot Camp folder and find an Install app, open it and let it run. It’ll probably reboot.

Now with all your drivers installed, most of the stuff on your MacBook will work on Windows now. My friend has some problems with the Bluetooth keyboard, but that was an unofficial keyboard. My Apple one worked perfectly. As did my Logitech wireless mouse.

Now let’s make Windows suck less

Okay, so Windows 8 is obviously the worst interface any person has come across. Like Windows 8 itself actually feels pretty solid, if you get out of that insane box square maze mayhem they call the Start Menu now. It’s insane. Who runs this company? So incredibly stupid to do this. My dad just switched to OSX because he couldn’t understand this Start Screen. Biggest fail of the century.

We have no choice though. We want to play games! So to get your start menu (from old times) back, install Classic Shell.

Then set this image as the start button in preferences:

Yay! Now to disable that stupid Start Screen, right-click on the Task Bar, then click Properties, then click the Navigation tab, then check “When I sign in or close all apps on a screen, go to the desktop instead of Start”, uncheck “When I point to the upper-right corner, show the charms”.

Now install Steam

I’ll let you do this as it’s pretty easy. Go to Steam and the top right click Install Steam.

Then search for GTA V. Click Download.

Here’s the problem, GTA V is 65 GB and that will take awhile. You obviously don’t want to be stuck for hours in Windows. The trick here is to install Parallels in OSX (if you haven’t already). Reboot to OSX (hold ALT/OPTION and select Macintosh HD) and set Parallels up so it uses the Boot Camp partition. Open Parallels, select Boot Camp on the right and follow the instructions:

After installing, try playing GTA V. Customize the graphic settings a bit. You can’t play it on super high settings, but you can go pretty far on a MacBook Pro 15″. Like I said, it has an actually really powerful graphics card, so it can run GTA V fine.

Yay!

Now you can use your Boot Camp partition within OSX with Parallels to download games/software and continue working. Then when it’s finished, reboot to Windows and play your PC games.

Mac

It took me awhile to get back into playing games when I did all of this. I mean, it’s like it has to compete with reality, which is already insane for me, and so GTA V felt somewhat “fake” to me for days, until I accepted it was a game, and nothing I did in there would be an actual accomplishment. See, that’s what startup life psychology does to you. And on a serious note, that’s why we should all play more games. Because it helps you get out of your filter bubble.

Going outside to walk your dog? Naaaaaah, why would you! There’s GTA V!

P.S. I wrote a book on building indie startups called MAKE. And I'm on Twitter too if you'd like to follow more of my stories. I don't use email so tweet me your questions. Or you can see my list of posts. To get an alert when I write a new blog post, you can subscribe below:

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Other GTA V Content

Test Methodology

For this test, we combined our methodologies from the texture comparison and the GPU benchmark.

We tested using our updated 2015 GPU test bench, detailed in the table below. Our thanks to supporting hardware vendors for supplying some of the test components.

The latest 350.12 GeForce driver was used during testing. AMD's 15.4 Catalyst Beta was used for its GTA improvements. Game settings were manually controlled for the DUT. Overclocking was neither applied nor tested, though stock overclocks (“superclocks”) were left untouched.

VRAM utilization was measured using in-game tools and then validated with MSI's Afterburner, a custom version of the Riva Tuner software. Parity checking was performed with GPU-Z. FPS measurements were taken using FRAPS and then analyzed with FRAFS.

FPS logs were analyzed using FRAFS, then added to an internal spreadsheet for further analysis.

Gta 5 Mac Bootcamp Tutorial

Each game was tested for 30 seconds in an identical scenario on the cards, then repeated for parity.

GN Test Bench 2015NameCourtesy OfCost
Video Card

GTX Titan X 12GB
AMD R9 270X

NVIDIA
AMD
$1000,
$150
CPUIntel i7-4790K CPU$340
Memory32GB 2133MHz HyperX Savage RAMKingston Tech.$300
MotherboardGigabyte Z97X Gaming G1GamersNexus$285
Power SupplyNZXT 1200W HALE90 V2NZXT$300
SSDHyperX Predator PCI-e SSDKingston Tech.TBD
CaseTop Deck Tech StationGamersNexus$250
CPU CoolerBe Quiet! Dark Rock 3Be Quiet!~$60

Average FPS, 1% low, and 0.1% low times are measured. We do not measure maximum or minimum FPS results as we consider these numbers to be pure outliers. Instead, we take an average of the lowest 1% of results (1% low) to show real-world, noticeable dips; we then take an average of the lowest 0.1% of results for severe spikes.

For purposes of texture graphics comparison, we took easily replicable steps on each texture resolution setting to ensure accuracy of results. All graphics settings were configured to their maximum value on the “graphics” tab – so that'd be “very high” and “ultra” – with the exception of anti-aliasing effects, all of which were disabled. Screen resolution was set to 4K.

Gta 5 Mac Bootcamp

We traveled to preselected locations and entered first-person mode. Once in FPS mode, we stood on designated “landmarks” and took the screenshots.

We face two issues with presentation of screenshots as data: They're massive, consuming large amounts of server bandwidth and greatly hindering page load time, and they're comparative, so we've got to find a way to show three shots at once. In order to mitigate the impact of each issue, we used a selection marquee of 546x330, selected a detailed portion of the 4K image, and then pasted it into the documents shown below. There is no scaling involved in this process.

Because file sizes were still an issue, we then scaled the finalized document into an 1100-width image, embedded below. Clicking on each image will bring up its native resolution in a new tab; no scaling occurred in the saving of these images. They're much larger images and will require longer to load.

Tests were conducted on an identical configuration with either a Titan X or R9 270X. A few initial tests were conducted on a Titan X using 4K resolution, but upon finding that settings bottlenecks were largely superseded by performance impact from resolution, we conducted the majority of tests on a more reasonable R9 270X at 1080p. Using a mid-range card provides the best display of settings impact. Some Titan X benchmarks are shown below.

All tests were conducted using the benchmarking utility – we opted to record only the portion where the fighter jet travels through the valley. This valley showcases nearly every setting in action – grass, water, view distance and scaling, reflections, shadows, and real-time night/day cycling for dynamic lighting effects.

The grass test was conducted manually atop a grassy mountain.

Note that more “situational” settings may not be reflected perfectly in our bench. Water quality, for instance, will more severely impact FPS if swimming in the ocean rather than just flying over it or near it.

There is a potential throttle in our test methodology: Because it would be unreasonable to test every single setting at every setting level with every video card we have available, it may be the case that cards which bottleneck elsewhere in the pipeline will exhibit different performance than we see here.

None of the options on the advanced graphics tab have been tested by us at this time.

A Note on CPU Performance

We haven't yet conducted official CPU benchmarks for GTA V, but have come to the realization that the game may be heavily CPU dependent in the event of a high-end GPU. To this end, our tests will not necessarily reflect performance output from lower-end CPUs.

Ignoring Suggested Limits

This setting bypasses hard limits on VRAM. If the game's settings exceed the video card's available VRAM, it is required that this option is set to “on” to ignore limitations.

As for the obvious questions – “is this bad for the card?” or “what happens when I ignore the limits” – there are a few quick answers. It isn't inherently “bad” for a video card to consume all of its VRAM. Depending on how fast your GPU's memory clock is and how quickly it can transact memory – and by how far you exceed VRAM – it may never even bottleneck on memory. FPS can tank at times (1% low and 0.1% low) as a result of forced VRAM settings; this occurs when the GPU has to cross the PCI-e bus to reach system memory and swap with the GPU memory, something we explain in this 4GB vs. 2GB comparison. In short: It might introduce tearing or a lower FPS at times, but it's generally safe to force settings if they do not exceed VRAM by so much – just keep the FPS at a playable framerate.

Note: We generally recommend avoiding the “normal” setting of most settings at all times, unless absolutely necessary. This setting has profound, noticeable impact on graphics quality in-game.

[Critical] MSAA

See FXAA below for a low-impact anti-aliasing solution.

MSAA impacts performance in a critical fashion. It is strongly recommended that users disable MSAA entirely for the best performance. Anti-aliasing assists in smoothing object edges by sampling each pixel a count of times equivalent to the setting; 4x MSAA, for instance, will sample every pixel four times, then use this data to determine the correct pixel color for reduced jagged edges. At higher resolutions, AA becomes less noticeable and loses its value. This eats into the texture fill-rate and bandwidth of the GPU, something we explain here.

It is our belief that, in the case of GTA V, MSAA offers a poor FPS-to-visual quality “ratio” and should be disabled. TXAA, for nVidia users, has similar impact on performance but is temporally applied, so it combines post processes and high-quality MSAA with nVidia time-based filters to determine pixel color. This smooths-out movement with greater noticeable impact, but should only be applied in use cases where the hardware is capable of handling anti-aliasing performance hits.

[Severe] Post-FX Quality – The Biggest Impact on FPS

Of all the settings we tested, Post FX quality has the most severe disparity in performance across its levels.

Post processing effects in-game include bloom, depth of field (DOF), motion blur, and HDR (high-dynamic range lighting). DOF only becomes available as an option once Post FX is set to “very high,” and was left disabled in our Very High test, but enabled for Ultra.

Motion blur has effectively no measurable performance impact on our hardware.

In tow of particle FX, Post FX will be best reflected by things which project smoke, bloom (heat / sunrise), shimmer (sunrise / sunset / heat), and motion blur. Depth of Field – a separate setting – effectively applies “layers” of depth to the game. This is a filter applied to graphics, enacting a somewhat substantial performance difference when enabled. DOF in games is equivalent to its real-world roots: You've likely seen photos that have a “bokeh effect” around a portrait subject, essentially blurring the edges and background at varying depths, but keeping the subject in focus. This, in part, is attributable to depth of field.

Differences are large between Normal and Ultra, but so is the graphics quality of the game when the above scenarios present themselves. We would recommend shifting down one step (Ultra to Very High, etc.) for a marginal gain in performance that doesn't too heavily impact graphics quality. Combining this shift with other small steps will result in greater performance.

[Severe] Grass Quality – Large, Situational FPS Impact

This was tested using a Titan X with 4K resolution. The switch was made because, while we did see a large impact from the R9 270X, it was noteworthy that the Titan X struggled severely with ultra grass settings. This is one of the few settings that exhibited such a large hit to Titan X performance.

Grass quality settings impact how much standing grass there is in-game. This is best shown by traveling north of the city, where wild grass grows on hillsides. In-city grass does not show this setting, for the most part. Higher settings will spawn more tall grass, which has a swaying animation to convey wind. The lowest settings will present “flat” textured grass instead.

Unless standing grass is profoundly important to your commitment to immersion, we would recommend lowering these settings when greater performance is required.

[High] Shader Quality – Big Gain Between Normal & Very High

Shader quality directly affects the game's application of shading elements to objects. This is best showcased by examining the below screenshots in highlighted locations.

Looking farther into the distance, it is revealed that the lower shader qualities do not provide the same level of depth and shading to modeled objects. Lowering shader quality does not necessarily have a huge impact on visual acuity of the game (compared to other settings), but does impact performance substantially. Note that grass settings were the same, but shader levels change appearance of some foliage elements: Farther in the distance (top left), note that some bushes become less dark with higher shader settings -- this is because, realistically, more distant objects should appear to have depth (the normal setting flattens their appearance). The hillside (center right) is also worth paying attention to, as are the cliffs.

[High] Shadow Quality – Very High vs. High Shows Big Gain

As above, avoiding “normal” settings where possible is strongly recommended – perhaps excluding grass quality. For this reason, it is important to find settings that show a big performance difference between “very high” and “high,” as those would be the preferred steps down.

Shadow quality impacts the edges of shadows cast by in-game objects, like character actors or cars. A good example of this is to observe an actor walking around at various distances. As the player approaches a shadow, that shadow will become smoother around the edges and look more fluid in its movements (as the host NPC walks); take a few steps back – dependent upon settings – and the shadow grows more pixelated and jagged, exaggerated greatly by actor movement.

For sake of parity, we also tested shadow quality on the Titan X. This is one of the instances where the Titan X has become limited by other factors – likely resolution or bandwidth – and shows minimal performance gain from lower settings:

[Medium] Reflection Quality

This setting was only tested on normal and ultra levels, given its medium gain between the two. All other settings will fall within this range and are marginal, fairly linear improvements. Reflection quality modifies the level of detail exhibited by reflected objects in mirror-like surfaces. Windows are an easy example: Lower reflection quality diminishes the likelihood of encountering reflections that resemble their host object. Because this is something that rapidly becomes ignored when focused on the game, we recommend lowering reflection quality early in settings tweaks to gain a few frames-per-second back.

[Small] Particles Quality

Particle quality is best showcased in events that 'spawn' particle effects, like metal scraping and smoke from burning out tires. As with reflection quality, this is another graphics element that rapidly becomes ignored when dedicated to the game. Unfortunately, the performance difference is relatively small across all levels, showing noteworthy gains only between normal and very high settings.

Mac

[Small] Tessellation Quality

Tessellation exaggerates deformation to provide a somewhat false appearance of added depth to objects. An example of this would be camera-bound tessellation, whereupon the player's camera angle dictates the apparent depth of a textured surface. In this example, a wall or floor may be a flat surface in the game (2-dimensional plane) that has a brick texture applied to it; with the right tessellation code and settings, the bricks can now appear to have depth, as they would in the real world.

Tessellation is an easy setting to modify for a quick, couple-FPS gain. Dropping from Very High to High has minimal visual impact, but we saw a 3FPS jump in performance. When tweaking for optimal graphics performance without sacrificing too many important or critical settings, this is among the first to drop a step. Gains at lower settings than this are not substantial.

[Negligible] Texture Quality

This full test can be found over here, alongside more sample screenshots and deeper explanation. Note that the lighting is difficult to control due to the game's dynamism, so bump maps could potentially be enumerated differently.

[Negligible] FXAA

This is one of the least graphics-intensive anti-aliasing technologies out there. FXAA was introduced alongside Skyrim, serving as a scalable form of anti-aliasing that could span all the way down to IGPs. FXAA stands for Fast Approximate Anti-Aliasing. Instead of sampling each pixel in a 3D object several times, FXAA strictly finds and smooths object edges in-game based upon object depth. This is minimally intensive and should not be expected to notably impact FPS. In fact, we even tested it at 4K resolution with max settings – here's the performance difference we saw:

1FPS – so within margin of error. This was performed using the Titan X and 4K resolution strictly as a reinforcement of our previous testing methodology; a few challengers disliked our use of FXAA in the 4K benchmarks we performed a few days ago, and as shown here, there is effectively zero performance difference with FXAA on or off.

[Negligible] Distance Scaling at 4K

This is another one tested with the 4K Titan X, though we cross-checked it on the R9 270X with similar performance. Distance scaling impacts object level of detail (LOD) as it gains distance from the camera. This setting has minimal visual advantage in many cases, though becomes more apparent when immersed in the game's city streets. There is also nearly no performance disparity:

[Negligible] Shadow Smoothness

We didn't produce a benchmark chart for this one, but wanted to throw it in just for definition. Shadow smoothness dictates how light sources affect the edges (hardness) of shadows. AMD uses CHS -- contact hardened shadows -- and nVidia offers PCSS, or percentage closer soft shadows. We recommend enabling one of these two settings based upon your video card manufacturer, as they will offer the greatest optimization and visual quality.

[Negligible] Anisotropic Filtering

(Note: The above screenshots are not from GTA V, but showcase AF readily).

This is something we explain in our game specs glossary. Anisotropic Filtering impacts the sharpness of textures converging on the camera at various angles. Excerpted from our popular glossary:

Anisotropic Filtering is a type of texture filtering (see: Texture Fill-Rate) that is often listed alongside bilinear and trilinear filtering techniques. Texture filtering is a process through which game graphics are modified to improve smoothness of objects and ensure textures are proportionate to the screen's viewing angle. For example, a road leading to a vanishing point would require a more trapezoidal application of textures to the surface to ensure the road's dashed lines are not skewed with viewing distance (if using a square or oblique application).

There is effectively zero performance impact from Anisotropic Filtering. We recommend maximum settings for AF in most use cases.

Gta 5 Mac Free Download

Conclusion: A Highly Scalable Title

GTA V ($60) impresses us. The game is, thankfully, a title which is difficult to run at maxed-out settings on most reasonable hardware configurations. As PC gamers, this excites us – it means there's room for growth, something that'll prove important as new hardware ships.

Gta 5 Mac Download Full Game

Our tests also show that the game is highly scalable across multiple devices. In the GPU benchmark we published, GTA V scaled all the way down to fluid (71 FPS) framerates on an R7 250X using “normal” settings across the board. It didn't look too pretty, but it worked.

Using the above guide, we hope that you're able to better understand what each of GTA V's graphics settings means, how it affects performance, and where you should be looking to see graphics impact.

- Steve “Lelldorianx” Burke.