In today’s graphics review, we’ll look at graphic settings and their impact on picture quality in the acclaimed GTA Trilogy: The Definitive Edition. Rockstar Games presented players with their favorite trio on the well-known Unreal Engine 4. The collection includes: Grand Theft Auto III, Grand Theft Auto Vice City and Grand Theft Auto San Andreas.
As a bonus to the review, we will compare the improved version of the trilogy with the original.
Note* The original versions of the game have minimal graphical parameters, which the author compares with the remaster.
Large Theft Cars III
Original release date: 22th of October 2001
Smoothing. Option range: “Off”, “FXAA”, “FXAA+”, “TAA”, “TAA+”. If the option is enabled, the “ladder” disappears, and the image looks realistic. Depending on the parameters of your PC, select the type of option, each of which has a specific effect on the image. You can see the differences between each technology in the screenshots.
Anisotropic filtering. Option range: “2x”, “4x”, “8x”, “16x”. The parameter is responsible for the quality of textures that are at an angle from the viewing point. This parameter “eats” 2,93% FPS, so even if you turn it up to the maximum, the performance loss will amount to just a couple of frames.
Detail at a distance. Option range: “Close”, “Medium”, “Far”, “Ultra”. The parameter is responsible for the quality of the environment, including the number of polygons in objects, buildings and cars, and the overall level of detail in the virtual world. If you increase the level of this option, distant objects will look much better. But do not forget that high quality will significantly affect the performance of the game.
Texture quality. Option range: “Low”, “Medium”, “High”, “Ultra”. This is a standard parameter that can be found in any game. Its setting is simple and obvious – the higher the quality of textures set by the user, the better the game graphics will look. In the updated “Ultra” trilogy, the texture quality is almost exactly the same as “High”. “Average” texture quality, of course, implies much lower graphics quality.
Reflection on the body. Option range: Cube Map, Planar, Low Quality Planar, Screen Space. One of the boldest settings. This option is responsible for adjusting the type of reflection for car surfaces. Each proposed technology works using a different algorithm.
For example, the cube map – This is an ancient technology, reflection consists of six sides of a cube, with its own texture “superimposed” on each face. Each texture can only be seen individually and from a different angle. When planar reflections the entire scene is mirrored relative to the reflecting plane. This method requires repeated output and processing of all reflected objects in the scene, so the parameter has a significant impact on performance. Fortunately, if you have good equipment, then there is one more technology in store for you – reflections in screen space. This method allows you to dynamically make reflections, but, unfortunately, only of objects visible in the frame and only from the visible side.
Cloud quality. Options range: Material, Volume Effect, Volume Effect: Maximum. The parameter controls which type of clouds to use. As you can see, as the settings increase, the clouds become more voluminous.
DLSS. Options range: Off, Quality, Balance, Performance. A bonus for fans of the trio was DLSS technology. For those who don’t know, DLSS is an algorithm exclusive to Nvidia that helps improve performance. NVIDIA promises improved visual quality from DLSS, but this is a moot point. You can familiarize yourself with the influence of this parameter personally and draw conclusions.
Reflection quality. Options range: Low, Medium, High. Improves reflection quality. It’s funny that if you stand in front of the shop windows, they are completely black, no matter what the setting of this option is. The difference is very minimal.
City glow effect. Option range: Off, Low Quality, High Quality. This is a “bloom” type post-effect. Such effects are among the most important in modern 3D games. The city glow effect does not immediately attract attention, the difference between “Off” and “High Quality” is minimal. This option adds a soft glow effect to the city, which is especially noticeable at night.
Glow. Option range: “Off”, “On”. Everything is simple here, the parameter adds a soft glow to light sources.
Quality of shadows. Option range: Off, Low, Medium, High, Ultra. Using this option, you can increase or decrease the accuracy and clarity of all shadows. The higher the parameter, the more realistic shadows are cast from objects in the game, which significantly improves the visual quality of the picture. However, this option is demanding on the amount of video memory.
Diffuse shading. Range of options: “Off”, “SSAO”. SSAO gives scenes a greater sense of depth by calculating shading based on the depth of the image and the intensity of ambient light in the scene.
Quality of street lighting. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting of street lamps, making the boundaries softer.
Quality of lighting from headlights. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting from vehicles. Higher settings will generate shadows from all vehicle lights.
Large Theft Cars Vice City
Original release date: 27th of October 2002
Smoothing. Option range: “Off”, “FXAA”, “FXAA+”, “TAA”, “TAA+”. If the option is enabled, the “ladder” disappears, and the image looks realistic. Depending on the parameters of your PC, select the type of option, each of which has a specific effect on the image. You can see the differences between each technology in the screenshots.
Anisotropic filtering. Option range: “2x”, “4x”, “8x”, “16x”. The parameter is responsible for the quality of textures that are at an angle from the viewing point. This parameter “eats” 2,93% FPS, so even if you turn it up to the maximum, the performance loss will amount to just a couple of frames.
Detail at a distance. Option range: “Close”, “Medium”, “Far”, “Ultra”. The parameter is responsible for the quality of the environment, including the number of polygons in objects, buildings and cars, and the overall level of detail in the virtual world. If you increase the level of this option, distant objects will look much better. But do not forget that high quality will significantly affect the performance of the game.
Texture quality. Option range: “Low”, “Medium”, “High”, “Ultra”. This is a standard parameter that can be found in any game. Its setting is simple and obvious – the higher the quality of textures set by the user, the better the game graphics will look. In the updated “Ultra” trilogy, the texture quality is almost exactly the same as “High”. “Average” texture quality, of course, implies much lower graphics quality.
Reflection on the body. Option range: Cube Map, Planar, Low Quality Planar, Screen Space. One of the boldest settings. This option is responsible for adjusting the type of reflection for car surfaces. Each proposed technology works using a different algorithm.
For example, the cube map – This is an ancient technology, reflection consists of six sides of a cube, with its own texture “superimposed” on each face. Each texture can only be seen individually and from a different angle. When planar reflections the entire scene is mirrored relative to the reflecting plane. This method requires repeated output and processing of all reflected objects in the scene, so the parameter has a significant impact on performance. Fortunately, if you have good equipment, then there is one more technology in store for you – reflections in screen space. This method allows you to dynamically make reflections, but, unfortunately, only of objects visible in the frame and only from the visible side.
Cloud quality. Options range: Material, Volume Effect, Volume Effect: Maximum. The parameter controls which type of clouds to use. As you can see, as the settings increase, the clouds become more voluminous.
DLSS. Options range: Off, Quality, Balance, Performance. A bonus for fans of the trio was DLSS technology. For those who don’t know, DLSS is an algorithm exclusive to Nvidia that helps improve performance. NVIDIA promises improved visual quality from DLSS, but this is a moot point. You can familiarize yourself with the influence of this parameter personally and draw conclusions.
Reflection quality. Options range: Low, Medium, High. Improves reflection quality. It’s funny that if you stand in front of the shop windows, they are completely black, no matter what the setting of this option is. The difference is very minimal.
City glow effect. Option range: Off, Low Quality, High Quality. This is a “bloom” type post-effect. Such effects are among the most important in modern 3D games. The city glow effect does not immediately attract attention, the difference between “Off” and “High Quality” is minimal. This option adds a soft glow effect to the city, which is especially noticeable at night.
Glow. Option range: “Off”, “On”. Everything is simple here, the parameter adds a soft glow to light sources.
Quality of shadows. Option range: Off, Low, Medium, High, Ultra. Using this option, you can increase or decrease the accuracy and clarity of all shadows. The higher the parameter, the more realistic shadows are cast from objects in the game, which significantly improves the visual quality of the picture. However, this option is demanding on the amount of video memory.
Diffuse shading. Range of options: “Off”, “SSAO”. SSAO gives scenes a greater sense of depth by calculating shading based on the depth of the image and the intensity of ambient light in the scene.
Quality of street lighting. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting of street lamps, making the boundaries softer.
Quality of lighting from headlights. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting from vehicles. Higher settings will generate shadows from all vehicle lights.
Large Theft Cars San Andreas
Original release date: 26th of October 2004
Smoothing. Option range: “Off”, “FXAA”, “FXAA+”, “TAA”, “TAA+”. If the option is enabled, the “ladder” disappears, and the image looks realistic. Depending on the parameters of your PC, select the type of option, each of which has a specific effect on the image. You can see the differences between each technology in the screenshots.
Anisotropic filtering. Option range: “2x”, “4x”, “8x”, “16x”. The parameter is responsible for the quality of textures that are at an angle from the viewing point. This parameter “eats” 2,93% FPS, so even if you turn it up to the maximum, the performance loss will amount to just a couple of frames.
Detail at a distance. Option range: “Close”, “Medium”, “Far”, “Ultra”. The parameter is responsible for the quality of the environment, including the number of polygons in objects, buildings and cars, and the overall level of detail in the virtual world. If you increase the level of this option, distant objects will look much better. But do not forget that high quality will significantly affect the performance of the game.
Texture quality. Option range: “Low”, “Medium”, “High”, “Ultra”. This is a standard parameter that can be found in any game. Its setting is simple and obvious – the higher the quality of textures set by the user, the better the game graphics will look. In the updated “Ultra” trilogy, the texture quality is almost exactly the same as “High”. “Average” texture quality, of course, implies much lower graphics quality.
Reflection on the body. Option range: Cube Map, Planar, Low Quality Planar, Screen Space. One of the boldest settings. This option is responsible for adjusting the type of reflection for car surfaces. Each proposed technology works using a different algorithm.
For example, the cube map – This is an ancient technology, reflection consists of six sides of a cube, with its own texture “superimposed” on each face. Each texture can only be seen individually and from a different angle. When planar reflections the entire scene is mirrored relative to the reflecting plane. This method requires repeated output and processing of all reflected objects in the scene, so the parameter has a significant impact on performance. Fortunately, if you have good equipment, then there is one more technology in store for you – reflections in screen space. This method allows you to dynamically make reflections, but, unfortunately, only of objects visible in the frame and only from the visible side.
Cloud quality. Options range: Material, Volume Effect, Volume Effect: Maximum. The parameter controls which type of clouds to use. As you can see, as the settings increase, the clouds become more voluminous.
DLSS. Options range: Off, Quality, Balance, Performance. A bonus for fans of the trio was DLSS technology. For those who don’t know, DLSS is an algorithm exclusive to Nvidia that helps improve performance. NVIDIA promises improved visual quality from DLSS, but this is a moot point. You can familiarize yourself with the influence of this parameter personally and draw conclusions.
Reflection quality. Options range: Low, Medium, High. Improves reflection quality. It’s funny that if you stand in front of the shop windows, they are completely black, no matter what the setting of this option is. The difference is very minimal.
City glow effect. Option range: Off, Low Quality, High Quality. This is a “bloom” type post-effect. Such effects are among the most important in modern 3D games. The city glow effect does not immediately attract attention, the difference between “Off” and “High Quality” is minimal. This option adds a soft glow effect to the city, which is especially noticeable at night.
Glow. Option range: “Off”, “On”. Everything is simple here, the parameter adds a soft glow to light sources.
Quality of shadows. Option range: Off, Low, Medium, High, Ultra. Using this option, you can increase or decrease the accuracy and clarity of all shadows. The higher the parameter, the more realistic shadows are cast from objects in the game, which significantly improves the visual quality of the picture. However, this option is demanding on the amount of video memory.
Diffuse shading. Range of options: “Off”, “SSAO”. SSAO gives scenes a greater sense of depth by calculating shading based on the depth of the image and the intensity of ambient light in the scene.
Quality of street lighting. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting of street lamps, making the boundaries softer.
Quality of lighting from headlights. Options range: Low, Medium, High, Maximum. This parameter improves the quality of lighting from vehicles. Higher settings will generate shadows from all vehicle lights.
So let’s summarize. The scariest part of GTA: The Trilogy is the optimization. FPS drops occur very often. Also, the developers did not fix a huge number of errors; throughout the review I had the feeling that I was playing a draft version.
There are also advantages. The game has a fairly decent selection of graphics settings, with only a few options that significantly affect FPS performance while playing.
The most demanding graphics option in GTA Trilogy Definitive Edition is “Reflection on the body” with a performance cost of 37,63% FPS, followed by graphics quality with 35,63%, “Shadow Quality” with 29,67% and finally “Depth of field” with an astonishing 17,86%. Other settings in GTA Trilogy have a minimal impact on performance and should only be disabled based on personal preference.
Rockstar has already stated that they will be updating this compilation to improve performance and fix all bugs.
I won’t talk about “cool graphics or not.” This is pure taste.
The user rating for GTA: The Trilogy – The Definitive Edition on Metacritic was: PC — 0,9 points out of 10; PS5 — 1,3 points; Xbox One — 0,8 points.