Ray tracing in GTA V PC: visuals, FPS and setup tips

Author: Łukasz Grochal

GTA V on PC has finally joined the modern crowd with built in ray tracing, pushing Los Santos much closer to a contemporary open world visually while staying broadly playable on mid to high range hardware. On the one hand you get clearly improved lighting, shadows and reflections, on the other you need a GPU with hardware RT support and you have to accept a noticeable performance hit compared to classic rasterized settings.​

What ray tracing adds in GTA V

Ray tracing in the current PC build focuses mainly on global illumination, ambient occlusion, reflections and shadows, essentially cleaning up the old lighting model rather than reinventing the game’s look from scratch. The result is more natural indirect light in streets and interiors, better contact shadows around objects, and car bodywork or wet asphalt that actually mirrors the environment instead of using simple cube maps.

Rockstar’s later “Enhanced” updates on PC also expose extra options like higher resolution ray traced reflections and an additional ray bounce for RT global illumination, which tighten up detail in shop windows, glass facades and deep shade. It still is not full path tracing like you see in heavily showcased PC titles, but for a 2013 open world it is a substantial visual step without completely breaking the art direction or atmosphere.

Hardware, presets and performance

With official RT in place, GTA V behaves a lot like other hybrid RT games: GPU bound at high resolutions and heavy on VRAM once you start pushing “RT Maximum” presets. Tests on cards around the RTX 3060 class show roughly 70 to 80 fps at 1440p using RT on high or maximum with DLSS quality, while stronger GPUs at 4K can still hit three digit frame rates if you balance RT settings and upscaling.​

A recurring theme is that the game’s engine remains quite CPU limited, so you can see relatively small gains between some presets at lower resolutions but a much clearer scaling once you move to 1440p and 4K where the GPU finally becomes the main bottleneck. Because ray tracing hits performance by 20 to 30 fps compared to non RT settings in busy scenes, most players end up mixing “Very High” RT shadows and reflections with slightly reduced population density and moderate upscaling to keep motion smooth.​

In practice you want at least a modern 6 to 8 core CPU, 16 GB system RAM and a GPU with hardware RT (for example RTX 20 series or newer, or current AMD RDNA2 and RDNA3 cards) if you aim at 1080p or 1440p with ray tracing on. Lower end cards can still run the game by disabling RT or using the lighter presets, but they lose most of the new lighting benefits and behave closer to the old PC release with some extra quality of life features.​

Installation and configuration basics

If you are on the current official PC version, turning on ray tracing is simply a matter of updating the game, heading into the graphics menu, enabling the “Enhanced” feature set and then toggling RT options for shadows, reflections, global illumination and ambient occlusion. Upscaling solutions such as DLSS and FSR sit nearby in the menu, so the usual workflow is to pick a resolution, set an RT preset around High or Very High, then choose DLSS or FSR mode and fine tune from there in a busy downtown area or during rain.

Mod based solutions still exist for players who enjoy tweaking, often combining ENB and ReShade with RTGI style shaders to simulate ray traced lighting inside the older rendering path, but these are more demanding to install and never quite reach the accuracy of the native RT implementation. In those setups you usually drop the ENB files into the game folder, install ReShade from its official site, select the RT style shader pack and then bind a hotkey to toggle the preset in real time while you balance visuals against frame rate.

Even with the official update you should expect to spend some time testing both day and night conditions, since high quality reflections around water and car exteriors can stress the GPU harder than sunny daytime driving or simple interior scenes. A practical approach is to start conservative, run a benchmark drive across the city, then slowly increase ray traced reflections or global illumination until frame pacing starts to feel inconsistent, keeping VRR or in game frame caps in mind.​

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