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| [Apr 09, 2012, 10:45 am ET] - Share - Viewing Comments |
Alexander O'Dwyer's LinkedIn Profile and a now deleted C.V. each apparently offered an October release window for Grand Theft Auto V. Whether this is accurate or not, it was quickly remedied, as the details for this Rockstar North character animator no longer mention the next installment in the open-world action series at all. Thanks Joystiq.
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Re: GTA5 in October? |
Apr 9, 2012, 19:20 |
jacobvandy |
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DG wrote on Apr 9, 2012, 18:36: Same engine? :/ Maybe things were improved on a decent PC over the 360 (not from what I recall of the commentary around release) but...
What annoyed me about IV was how blurred everything was a very short distance away, like Niko needed glasses.
On top of that the console/engine often felt pushed just beyond it's limits, so you get this laggy feel. Not long after I was playing Burnout Paradise, which is a kind of racing game in an open city but graphics are really sharp with a good view distance and it runs very smoothly at 60fps. Of course there's a lot less for the engine to deal with (no people, for one) but one of the main things I remember about it was how utterly awful the feel of GTA was compared to this. As per your last paragraph, you answered your own question? GTA is not a plain old driving game with ghost cars wandering around. There is so much simulation going on with the people, the combat, physics, and WAY more graphical detail than Burnout: Paradise... It's very CPU-limited, in fact you'd probably see your FPS double if you upgrade from say a Core 2 Duo to Sandy Bridge.
And the blurriness (which you can toggle off with a key press, btw) is just a cheap way they came up with to hide jaggies on consoles. They're not a big deal if you're running at a high resolution, 1080p or higher, but if you've got a PC that is up to snuff, I've heard of tweaks and mods that either change the rendering to allow AA or just run the game at like double the resolution to simulate AA with downsampling. |
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