MULTI GTA V Next Gen Detailed. Releasing March 15th. RT. 4K. 60 FPS. Improved Draw Distance/Textures

CerebralTiger

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Apr 12, 2007
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The version Necrokiller played at launch is inferior to the version that was reviewed a year later on PS5, with a plethora of bugs ironed out (while a plethora of them linger on, but that's the topic for another debate lol) and some added features 🤷‍♂️:LOL:
 

Necrokiller

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Apr 16, 2009
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The version Necrokiller played at launch is inferior to the version that was reviewed a year later on PS5
Says the guy who couldn't even adjust the controller settings to his liking. Imagine thinking keyboard+mouse players had to go through that. Yiiiiiikes! :ROFLMAO:
 

Necrokiller

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Apr 16, 2009
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Game changing Steam input doesn't have to rely on abysmal right analogue stick, so it has none of the issues in aiming that you came across. No issues with driving, no issues with aiming. Superior version remains superior 🤜:ROFLMAO:
 

CerebralTiger

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Apr 12, 2007
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Issues in aiming were overcome after adjusting controller settings. The game is still mediocre tho, despite having a pretty good implementation of DualSense features and despite doing a better job of sticking to its 60fps target than Necrokiller's PC while driving "and such" 🤷‍♂️:LOL:
 
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Necrokiller

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Now try fixing GTA 77's terrible input lag and aiming 🤷‍♂️ :ROFLMAO:

Which reminds me, wonder why CerebralTiger hasn't conducted input lag tests yet. Shaid results share karne lyke nahi :unsure: :ROFLMAO:
 

Necrokiller

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Need some proper tests done. Shouldn't be a problem. I do recall teaching CerebralTiger how to conduct them 🤷‍♂️:ROFLMAO:
 

CerebralTiger

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Apr 12, 2007
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Teacher ko tou deikho zara, performing flawed testing by testing character movement, that too using an analog stick. Imagine the margin of error there. Had to step in and edooocate about testing using the action that's least prioritized by animation in order to get a relatively accurate figure for rendering latency (and not the rendering latency + latency induced by the devs themselves) 🤦‍♂️🤣
 
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Necrokiller

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lol @ flawed testing. Kyunke games me character movement ki responsive to matter karti hi nahi 🤣🤣🤣

Funny then, how a developer from EA conducted input lag tests in various games based on character movement and analog stick. You know, matching the actooooal scenario of playing a game. 🤷‍♂️
 

CerebralTiger

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Apr 12, 2007
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Yeah, but that's the developer's choice, and not due to a limitation of the rendering pipeline 🤷‍♂️:LOL:

On the other hand, Killzone 2's input lag, for example, was largely due to its deferred renderer and not because the studio wanted movement to feel weighty.
 

Necrokiller

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Oh, developer's choice. Good luck telling yourself that every time you move a sluggish character. Perhaps that will make the game responsive and feel good. "It's not unresponsive, its a feature" LMAOOOO 🤷‍♂️🤣
 

Necrokiller

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Apr 16, 2009
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A meaningless statement without factual testing. A "reduction" can still be way worse than other 60fps first person games. Not to mention, first person mode doesn't do anything for camera/aiming control 🤷‍♂️🤣

Good thing, atleast on PC, its trivial to run the game above 120fps on modern cpus 🤣
 

CerebralTiger

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Apr 12, 2007
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Necrokiller's still struggling to come to terms with the fact that animation priority can't be fixed by a higher frame rate, as Alex's RDR2 input latency test has shown. It's only the least animation dependent action that will show a notable improvement. Case in point:



Also, personally, I don't have a problem aiming in first-person in GTA V 🤷‍♂️:LOL:
 
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Necrokiller

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First person mode me to jaise Apex Legends ban jaati hai game 🤣

Talks about high frame rate not improving responsiveness in animation priooooority games, proceeds to play the game at 60fps and first person mode to improve responsiveness. As always, CerebralTiger struggling to understand his own arguments 🤷‍♂️🤣
 

CerebralTiger

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Apr 12, 2007
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Animation priooority doesn't improve responsiveness much over 30fps when on foot, but it makes a hell of a difference when using vehicles. On top of that, I get other game changing features that Necrokiller craves for only on the PS5 and Series X versions. Works for meee 🤷‍♂️:LOL:
 

Necrokiller

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Apr 16, 2009
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Animation priooority doesn't improve responsiveness much over 30fps when on foot
Hahahahahahaha took CerebralTiger a while but finally admitted what a mess Rockstar's games are foooooondamentally 🤷‍♂️😂

It improves heck of alot when you have a system that can break the engine's limits. CerebralTiger's version can't do that. Works for me 🤷‍♂️😆
 
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CerebralTiger

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Apr 12, 2007
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It's a lot of fun. The world simooolation is a generation ahead of what CDPR can hope to achieve. Okay, maybe with UE5's MetaHuman, they finally will achieve a GTA V-level CiTy 🤣
 
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