After much anticipation and waiting, Grand Theft Auto V is finally out on PC, and PC Gamer recently sat down with Rockstar games to ask them a few questions about the newly ported game. Director of technology Phil Hooker, director of engineering Klaas Schilstra, technical director Adam Fowler, and other members of Rockstar responded to questions addressing framerate, the PC port, the video editor, 4K resolution, and much more.

Below are some of the highlights from the interview:

PC Gamer: Do you think getting to experience that environment in 60fps makes a difference to the way the game feels?

Absolutely, as developers we’re always trying to balance between high framerate and the quality of features and visuals we can pack into the game. PC has allowed us to deliver both so you can feel and see the game in a different light. It really allows you to appreciate the subtleties and detail that’s already there in all features form vehicle handling, to impacts, to explosions, weapon handling etc… everything.

PC Gamer: GTA 5 supports 4K resolution on PC – how much of a big deal do you think 4K will be for players? Do you think it’ll transform the way they experience that world?

4k is an eye opener when you see if for the first time, it really does make you look at the world differently and in greater detail as you would expect. That said, you could probably say the same thing about a lot of the other high-end graphical options and ultimately it will be personal preference which particular resolution and graphical settings that each player decides to settle on.

PC Gamer: When was the decision made to bring GTA 5 to PC and when did work start? To what extent were you thinking about PC during the development of the 360/PS3 versions? Was the game created to be cross-platform from the start?

We were always going to bring GTA 5 to PC. We planned from day 1 for a PC build and we made technical decisions based off the fact that we would be doing a PC version of the game. While we started development of the PC version quite early, we decided to focus the bulk of our attention on the PS3 and XB360 versions first in order to push that as far as we possibly could before turning our attention to the PS4 and Xbox One versions, and then using the shared architecture underpinning the new consoles to help ourselves ramp up into the PC version and push the game as far as we possibly could knowing we would have the opportunity to make the game look and feel better than it ever has.

PC Gamer: How did the process of bringing GTA 5 to PC compare to previous Rockstar games on PC, like GTA 4, LA Noire and Max Payne 3? Was there anything different this time around?

Kevin Hoare—president of Rockstar Toronto: The process of bringing GTA 5 to PC was most similar to our last PC title, Max Payne 3. Our process of bringing titles to PC has evolved over the years. We knew that we would eventually create a PC version so early development was done in parallel with the console versions. In fact, some of the early preparations we made for PC, like 64 bit & DX11 support, paid off very handsomely when the PS4 and Xbox One architectures were announced. That early work made the process of transitioning to the new consoles a lot easier and allowed us to hit the ground running. The artists also prepared for PC by authoring their source art at PC-ready resolutions, even though we had to use massively reduced versions for the PS3 and XB360.

PC Gamer: Can you talk about the development of the Rockstar Video Editor for GTA 5? What are the differences between the version for GTA 4 and this one?

John Macpherson—lead gameplay designer, Rockstar Toronto: The Rockstar Video editor in GTA 5 features a number of significant improvements. This starts at the recording level, where players now have the option to start and stop their captures at will. We have also added a brand new feature known as “Director Mode”. This gives users the ability to play and record using any actor from GTA 5 such as story and heist crew characters, members of the ambient population and even animals. Wherever applicable, those characters can then speak and perform contextual actions at will. This radically increases the possibilities for creativity.

Certain world settings such as the time of day and weather can also be adjusted. In addition to this, a host of cheats are available in Director Mode to further enhance cinematic efforts.

Many more questions in this interview were asked, including more about porting the title and customizing the game’s graphics to your liking. Head over to PC Gamer to read the full interview!

How are you enjoying the PC port of Grand Theft Auto V so far? Sound off in the comments below!

Source: PC Gamer

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