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Talk:Grand Theft Auto V

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Information on forced post-processing effects

11
Markie (talkcontribs)

1. The in-game motion blur slider does not fully disable the effect, leaving a small amount always present even when the slider is set to the minimum. This can be verified by opening the visualsettings.dat file within the update.rpf file with a tool such as OpenIV and checking the defaultmotionblur.enabled and defaultmotionblur.strength settings. I have personally confirmed this, the aforementioned settings have a value of 1 and 0.1 by default, and the remaining motion blur is actually noticeable in-game compared to the same settings with a value of 0 and 0.0.

2. The in-game depth of field setting does not fully disable the effect, leaving distant scenery blurred at all times of day and during any type of weather in-game. This can be verified by opening each weather file (the ones named "w_xxxx.xml", 12 files in total) within the update.rpf file with a tool such as OpenIV and checking all occurrences of the environmental_blur_in, environmental_blur_out, and environmental_blur_size settings. I have personally confirmed this as well, similar situation to the motion blur setting, changing all values to 0.0000 removes the effect completely.

3. The game has a chromatic aberration effect always present at the edges of the screen, with no option to disable it. This can be altered by opening the timecycle_mods_1.xml file within the update.rpf file with a tool such as OpenIV, searching for "nextgen", and checking the postfx_tonemap_filmic_a, lens_dist_coeff, lens_dist_cube_coeff, chrom_aberration_coeff, and chrom_aberration_coeff2 settings directly under it. I have also personally confirmed this, same deal as the motion blur and depth of field settings, changing all values to 0.000 removes the effect completely.

Mrtnptrs (talkcontribs)

Well, if you can provide solutions to fully disable motion blur (like you mentioned), but also for DoF and Chromatic Abberation, feel free to add them to the video section of the wiki page like under the flag of like "Fully disable motion blur" with note that it standardly doesn't get fully disabled.

Mrtnptrs (talkcontribs)

Ow wait, you already did. Did you test the mods to make sure they still work with the latest version? Couldn't you just provide the steps for the settings-change? Then a mod wouldn't be needed and it would work forever... Btw, would be neat to not only link to the mods, but also supply steps how to apply them, like most wiki pages/fixboxes here do.

Mrtnptrs (talkcontribs)

And use a talk-page as reference is also not that good honestly; these talk pages are used to discuss pages and info about them, not to put information in as source. Accounts here and talk pages can dissapear. Would be better to find external source or if none can be found, add yourself as source with your explanation above added as comment to the reference.

Mrtnptrs (talkcontribs)

Also, regarding the mod "No Far DOF / No Edge Blur / No Chromatic Aberration", someone in the comments there mentioned that he had issues regarding weather and hasn't been updated in 6 years.... Regarding the Completely Disable Motion Blur mod: also hasn't been updated in 6 years and some users reported it to not be working. Sure you tested all mods? But btw, would still be neat if users could just get instructions on the wiki how to apply the fix manually, like in the settings files. Then they would never be depended on mods than can easily become outdated/not working. What do ya think of all this?

Mrtnptrs (talkcontribs)

Btw, some of these mods disable more than just DoF, motion blur or chromatic abberration, but also things like edge blur, far DoF, lens distortion etc. Which would also manually change settings for users in settings files be preferable so they don't have to disable unrelated visual effects too.

Markie (talkcontribs)

When I said that I had personally confirmed it for all three effects I meant I did it recently, on the lastest version of the game. In fact, I'm currently playing the game with a combination of these three mods that I've made for myself.

I could provide instructions to edit each thing manually, I just didn't want to bother doing it now. I might do it sometime.

I thought about using something else as a reference instead of a topic on the talk page but doing it this way just seemed quicker. The mod pages themselves are a source for it either way, having an explanation and screenshots. You're right about accounts and talk pages though, I might just create a thread about it on the Discussions section of the game on Steam or a Reddit post and link it as reference. It is too big to add as a comment inside the reference box in my opinion.

About the "No Far DOF / No Edge Blur / No Chromatic Aberration", I saw that but didn't find a clearer and more up to date mod just for the far depth of field effect so I just left that one for people to take a look at and figure things out themselves. The mod is mostly up to date except for the w_halloween.xml file which came later in an update and isn't included in it.

The "Completely Disable Motion Blur" mod is working, I tested it all myself as I said. The only mod that disables more than one thing is the "No Far DOF / No Edge Blur / No Chromatic Aberration", again, didn't find something better. I think the lens distortion effect is supposed to be part of the chromatic aberration effect so that one should only count as one.

Mrtnptrs (talkcontribs)

"I could provide instructions to edit each thing manually, I just didn't want to bother doing it now. I might do it sometime." and "I thought about using something else as a reference instead of a topic on the talk page but doing it this way just seemed quicker." --> Not to sound rude, but this is I think one of the reasons why this wiki page and the GTA IV ones were such a mess; people quickly adding fixes without including proper sources and explanations/steps. So, would be nice that when you know the steps to apply these fixes manually, to add them to this wiki-page too :)

In my opinion it is good to when you add a fix to immediately add the steps too, otherwise it can be forgotten and then users have to figure it out from often vague instructions in the sources themselves.

"The mod is mostly up to date except for the w_halloween.xml file which came later in an update and isn't included in it." --> In what capacity does this affect the working of the No Far DOF / No Edge Blur / No Chromatic Aberration mod?

"I might just create a thread about it on the Discussions section of the game on Steam or a Reddit post and link it as reference." --> Yeah, could do that. Would be much better than a talk page here. But even better would be if you were able to find an external source from someone else on the web collaborating what you're saying.

"I'm currently playing the game with a combination of these three mods that I've made for myself." --> So they work together out-of-the-box without changes being needed? If not, that should probably be included. Also, adding instructions how to apply fixes manually would work around this whole issue of course.

"It is too big to add as a comment inside the reference box in my opinion." --> Well, if you do it for each effect individually and try to shorten the explanation a bit, it should be ok right?

Markie (talkcontribs)

You're right. I'll add an explanation for those when I can and also only add things in the future once I'm done writing full instructions on them then.

An altered w_halloween.xml file not being present in the mod means the in-game "halloween weather" won't have the far depth of field effect removed, however this shouldn't really matter since that's for GTA Online only, where you shouldn't be using mods like these anyway.

I already have external sources, it's the mod pages which have claims and screenshots proving those claims. I was the one bringing confirmation in this situation, not them.

Each mod works alone just fine. The mods also work together if you combine them first of course, but other than combining them nothing additional has to be done other than simply using OpenIV to install the mods like any other mod in the first place.

I could try shortening each explanation, is that really ideal though? I don't see reference comment boxes being used that way that often.

Mrtnptrs (talkcontribs)

"You're right. I'll add an explanation for those when I can and also only add things in the future once I'm done writing full instructions on them then." --> It's ok and thanks :) But would be nice indeed. Bloody wish others would do that too haha. Honestly I thought I sounded a bit too blunt to you haha, sorry. And if you ever need help with proper layout or something, don't be afraid to contact me through the PCGW discord, 'Maarten "mrtnptrs" Peters' on there.

"An altered w_halloween.xml file not being present in the mod means the in-game "halloween weather" won't have the far depth of field effect removed, however this shouldn't really matter since that's for GTA Online only, where you shouldn't be using mods like these anyway." --> Agree, so don't even have to mention that in a future note, great :)

"I already have external sources, it's the mod pages which have claims and screenshots proving those claims. I was the one bringing confirmation in this situation, not them." --> Yeah, you're actually right, the comments in there also give confirmations of course.

"Each mod works alone just fine. The mods also work together if you combine them first of course, but other than combining them nothing additional has to be done other than simply using OpenIV to install the mods like any other mod in the first place." --> Chill, can mention in a note that they work together then.

"I could try shortening each explanation, is that really ideal though? I don't see reference comment boxes being used that way that often." --> Don't make them too short, just to the point. And even though it is not done that often (I think because it is quite some work to really investigate things like this like you've done), it totally makes sense to me that when you add yourself as source, you can also just fill the comment/note of it with your findings, even if they are a bit long.

Mrtnptrs (talkcontribs)

Hey, very nice of you that you added it. Nice instructions and good layout. Love you man! :P

PS4 Controller on Rockstar Launcher version + Steam shortcu

10
101.110.33.121 (talkcontribs)

I recently bought the Rockstar Launcher version of this game and thought that my PS4 controller would be compatible without configuration.

As it was not, as I have a steam account I decided to try doing the following.

If you have steam, add the "GTAVLauncher.exe" as a shortcut in and open Big Picture mode. Open GTAV, log into the Rockstar Launcher, and the PS4 controller will be mapped and ready to use without other requirements.

If anybody else can confirm with EGS version that would be great.

82.15.134.97 (talkcontribs)

How do you add this shortcut?

2603:6011:40:2C2E:D13E:CFC1:8463:272 (talkcontribs)

I have been looking for the solution for hours. Thank you!

31.205.210.203 (talkcontribs)

It doesnt work

35.141.171.156 (talkcontribs)

i dont know why i expected this to work

92.40.170.74 (talkcontribs)

Works on rgl for steam easy

2A01:4C8:1400:6B16:1876:DBE2:4380:BD8 (talkcontribs)

Worked for me. Thanks.

2601:680:C602:6EF0:FC2D:2F1:A37F:45FD (talkcontribs)

This absolutely does work. You also need to go into your settings on Big Picture Mode and enable PS4 Remote Detection.

77.102.65.33 (talkcontribs)

THANKS 👍👍 If you're having troubles check Steam controller settings It worked for me but took around 5 game restarts to fix all settings ..

74.67.55.208 (talkcontribs)

does not work with gta definitive edition games

108.93.79.105 (talkcontribs)

The retail section lists two versions of the physical release: a 7 disc DVD and a (rare) single Blu-Ray release.

I haven't been able to find any proof of this supposed Blu-Ray release existing. I'm very very interested, as I've always thought of Blu-Ray games on PC being a missed opportunity.

Solarstrike (talkcontribs)

May have been a hoax thing I read long ago. I think there might have been a couple of releases on Blu-ray though...

32:9 resolution workaround

2
188.121.15.5 (talkcontribs)

I have 32:9 resolution monitor and I had a probelm that game GUI elements, cutscens, movies was using 4:3 aspect ratio. Elements like phone was broken.

My resolution was 5120x1440p, after try and error I found out that game have a limit:

-borderless -width 5040 -height 1440

5040x1440 resolution will still render proper 16:10 elemnets, any number above makes a trouble. I send request to rockstart support. Meantime workaround for 32:9 resolutions

Deton24 (talkcontribs)

Thanks! I've added the note.

Fix for black bars and aspect ratio issues with some 4K displays

1
Catovitch (talkcontribs)

I haven't added this to the game as I do not have it myself to verify the problem is real and the fix works. However, I have used the same fix on two other games (AC:Syndicate and Watch Dogs 2), and the page for the fix I found says it also affects GTA V and Deus Ex: Mankind Divided. (Probably some other games as well.)

Maybe someone familiar with the game can decide if it's worth adding something similar.

Here's the original guide:

https://steamcommunity.com/sharedfiles/filedetails/?id=806615157

Here's what I added to the AC:Syndicate page:

https://pcgamingwiki.com/wiki/Assassin%27s_Creed_Syndicate#Incorrect_aspect_ratio.2C_letterboxing_or_pillarboxing

This is my first time using the wiki so I didn't want to add stuff I haven't confirmed, but the fix was a huge help to me, so I wanted to share it.

99.203.55.103 (talkcontribs)
So one of the solutions for performance issues is to downgrade to patch 350.1, which the wiki states is patch five. As well as reference in update day/patch five folders and files.  From what I can tell though, 350.1 does not contain folders or files up to patch day five, those are included in a later version of the game.  On top of that, one of the linked references refers you to an article about performance issues introduced in version 1.28, but 350.1  was not the version of the game before this patch.  I am just trying to clear up which patch version people are considering to be  The ideal one for performance.  I can confirm that older patches do you have better performance, considering the reason I downgraded was that for the past couple patches  since I started replaying the game, I have noticed FPS drops in areas that I never used to experience them in. But after downgrading to 372.1 (the first ill gotten gains update)  I can say with confidence that my performance has improved. The same goes for a version 350.1, do you only reason I went a couple versions hire was because of a bug present in that version.
So, what patch of the game is considered the best performance wise? From what I can tell 1.27/build 350.1  contains no major or some white major bugs that were present in the previous versions, and this is the most recent patch of the game before Rockstar introduced the pieces of code that DS Spohn any DLC vehicles spawned in single player,  as well as the "junk code" that was introduced to make it more difficult for native functions to be called with Scripps, which was introduced in the second ill gotten gains DLC, version 1.28 -  which was fixed in version 1.29,  but is still present in the game, it's performance impact is not as severe.
Deton24 (talkcontribs)

The full answer is here, since site gives me I'm not robot loop posting it here. goo . gl / o62PaQ

24.233.101.70 (talkcontribs)

So from what I understand, you're using 350.1 for the exe version - but Update 5's (Ill-Gotten Gains Part 2) update.rpf? Or are you using 350.1's update.rpf, but you kept the patch folders up till Ill-Gotten Gains Part 2 and added them to the dlclist.xml and extratitleupdate.xml files?

Basically, are you combining patches but using the 350.1 .exe files?

I would use version 350.1 but there exists an issue where you cannot view emails and your phone becomes stuck, and the character cannot function properly. After upgrading to 372.2 the issue is fixed.

Deton24 (talkcontribs)

The exe and update.prf was in the same package downloaded from somewhere, so it looks like they're both 350.1 (update 5), the same goes for the rest of the files in the package (I didn't edit anything manually). Update 5 is 350.1 version (the same). I only left dlcpacks up to patchdayday5ng and few needed to make the game work properly at all (christmas2 and mppatchesng, and probably mpluxe and mpluxe2). Actually I only don't know which folders precisely were in the dlcpacks folder when the game was updated to 350.1, I just left these 4 folders, probabably the last two were added into update package, so I don't know precisely which more were available before in the game. I'd need to download separately all previous four updates. I don't see it really necessary, since the game worked, and it rather not fixes your issues with 350.1, but you can try out.

About the quality of this PC port

4
Jigen123 (talkcontribs)

So, GTA V is usually regarded as the best PC port of the series and i think that it really deserves such recognition thanks to the numerous PC-specific settings, the good optimization and the full support for both controllers and mouse+keyboard (the weird mouse acceleration/unresponsiveness problem is easily fixable by the "Raw input" option in-game). I think the negative key point added by user Iain Cheyne ( https://pcgamingwiki.com/wiki/User:Iain_Cheyne ) is totally undeserved and that's why i deleted it but this user quickly reverted my edit. I didn't want to start an edit war so i just opened this discussion hoping that a moderator will see it. Not to mention that the "Port report" article by PCGW used as reference by Iain Cheyne is extremely outdated and refers to the very first version of this game on PC (aka before all the patches and the optimized drivers by Nvidia and AMD).

Blackbird (talkcontribs)

I agree. It seems issue is on his side if R9 390 has problems with it. Either faulty driver or pushing that old GPU to its limits.

Jigen123 (talkcontribs)

Yeah, that's exactly what I thought. Thank You for your edit.

Mirh (talkcontribs)

Being the best port of the GTA series, is really, really, really a pretty low bar to clear.
And to be honest, I just feel like users hardware could have sensibly changed since 2008 - not necessarily optimizations in RAGE engine

Anyway, just wanted to report this latest finding about game loading being actually limited by *writing* to disk

Silent (talkcontribs)

"Single player mods are allowed and are not a bannable offence. Disable any mods before going Online.[3]"

What about now? Given T2 basically killed off the only tool allowing you to mod GTA V, should this point go?

Mirh (talkcontribs)

The information is not really 'wrong'.

If any we could debate on whether it can still be thought to as significative or not.

And I think.. you can still swap files or do some stuff nevertheless? Pardon if I'm left to the old III modding model.

GreenSmithy (talkcontribs)

I was wondering if we could put in a place where we post links to websites that host mods for GTA5. The one place I go to is https://www.gta5-mods.com/ but there are a half dozen others as well. Or we could put them here in Discussion as an alternative resource.

Mirh (talkcontribs)

Personally I would find mentioning http://gtaforums.com/ already enough.

I'm not entirely sure for V, but at least for the others GTAs it's the major fixes and mods hub.
Even your website links to it in some pages.

PS4 DS4 Xinput or DirectInput

2
RaTcHeT302 (talkcontribs)

Isn't the DS4 an Xinput controller too? I mean treated as by the Xinput API. I never had a DS4 on PC. I'm a bit sleepy right now so I might be making a bit of confusion.

Garrett (talkcontribs)

The DualShock 4 is a DirectInput controller. XInput support is only available through third-party methods.