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In-game doesn't work at all it is dramatically bugged, objects do not project shadowing properly, nor does light react with overhanging objects/scenery. Thus I attempted to detect compatible settings via NVIDIA Inspector to no avail. Must have used at least 30 or so hex bits, some of my own design previously working with other SLi compatable bits for DX11+
EDIT: When I say shadowing...that does not refer to actual shadows...it refers to global shading if you will, to objects that would react to positional light sources. Mainly, interiors etc. or vegetation assets.
http://www.geforce.com/whats-new/guides/grand-theft-auto-v-pc-graphics-and-performance-guide#grand-theft-auto-v-ambient-occlusion
Check out the Ambient Occlusion section.
Ouch, they need to address this then. I stay away from GeForce, more times than not they have misdirected advice, and poor community communication...that isn't to say I don't support the products...just not the guides. Ever since they took a dump on Koroush Ghazi of whom the industry repsected greatly...they left a sour taste in my mouth. Nevertheless, I'm glad the information is being passed to Rockstar. It drives me nuts when AAA titles have missing features...especially ones critical to image quality.
Actually, the guide is wrong and/or outdated.
http://steamcommunity.com/app/271590/discussions/0/611704730321318569/
That is incorrect. Ambient occlusion does not work, my Post Process is configured to "Ultra," and the rest of my settings are also either Very High, or Ultra depending on which is available for the highest configuration.
EDIT: My rig is listed in my profile.
Wow, you don't know much about computers huh? Just because it doesn't work for you doesn't mean it doesn't work for a lot of people. It definitely works, as my screenshots prove, and other people have confirmed it as well. It's good to know that it doesn't work for everyone (so far you're the only one), but you shouldn't spread ignorance through misinformation.
Are you out of your mind? Did you even look at my profile before you opened your mouth? I presently work with game engines and Autodesk, own a 10,000 US PC which I not only built, but fabricated the chassis and powder coated myself, have built 13 gaming PCs, 7 of which were water-cooled, and use Ln2 with hand fabricated pots I make via injection molding for benchmark records as a hobby...you are just rediculous. I know plenty about PCs, more than you could possibly imagine. Ambient Occlusion does not work as intended, also, Ambient Occlusion has nothing to do with Post Processing, as it is an ACTIVE less expensive version of Global Illumination, thus not tied to post processing. Do you know anything about computers you silly jackass. You just made yourself look like a stub.
EDIT: Just for good measure, I also modify PCBs and cold plates...so nah, I don't know a damn thing about computers.
Yes, specs are in the profile. Loads of fittings & water-blocks, braiding equipment, cathode boards, controllers etc. Plus custom paint and carbon trim for the 900D, materials, and of course hardware.
Nothing you've just spouted changes the facts at hand. If you cannot tell that AO is working in my shots, you don't know what ambient occlusion looks like. I haven't looked at your profile, nor am I going to do so, because it's irrelevant, and proves nothing (on top of being easily falsifiable). I also won't tell you where I work, or how many/how expensive my computers are, because that would be stupid.
All those words, you're clearly insecure. Instead of defending your "knowledge of computers" you might want to stay on the argument. What I have said is still 100% correct, and others have found it to be so as well.
Again, it might not work for you, but frankly, no one cares about that but yourself.
[EDIT] Also, you're totally wrong about what post processing is: The Screen Space Ambient Occlusion (SSAO) image effect approximates Ambient Occlusion in realtime, as an image post-processing effect.
http://docs.unity3d.com/es/current/Manual/script-SSAOEffect.html
Even if that wasn't the case, and you actually knew what you were talking about, that still doesn't change the fact that IN THIS GAME, they've tied PostFx to AO, if perhaps mistakenly so.
If you believe anything he says. The man doesn't even know what AO is, but he works with game engines? Improbable.
Regardless of what you believe you see in GTA V, the ambient occlusion feature is indeed bugged. The simple fact that HBAO, as well as MER (Master Effect Reborn), which use procedural shaders to add existing effects in real-time; SSAO, HBAO, as well as, SSGI (Global Illumination)...all of which are incompatible with the shaders within GTA V's game engine, indicate that the shaders currently do not properly support such feature sets through the runtime enviornment. In addition to this, hexadecimal codes via NVIDIA Inspector fail to utilize the "in-house" HBAO (aforementioned), also indicate incompatability with the feature. I should add, MER is 100% compatible with all additional feature sets, exempting of course AO.
Bloom, HDR, Lensflare, FXAA are all indeed examples of post process effects; Ambient Occlusion on the other hand is a "Global" or "Real-Time" effect. Anyone familiar with game engines such as CryEngine or Unreal Engine 3-4 SDK would agree, it is a real-time effect.
http://steamcommunity.com/sharedfiles/filedetails/?id=432178343
Proper implementation https://electronicmeteor.wordpress.com/2011/12/26/applying-ssao-to-scenes/
EDIT: Manwith Noname, that is a branching shadow (or soft shadow/PCSS). Not Ambient Occlusion.