Grand Theft Auto V Enhanced — best graphics settings (2026)

RAGE (Enhanced)Action Adventure2025Demand 4/5below-average optimization

Grand Theft Auto V Enhanced runs on the RAGE (Enhanced) engine and lands at 4/5 for GPU demand — it needs tuning to run smoothly. It supports DLSS, FSR upscaling, hardware ray tracing and frame generation. Budget at least 8 GB of VRAM at 1440p to avoid texture streaming hitches.

Grand Theft Auto V Enhanced runs on Rockstar's RAGE engine, substantially reworked for the 2025 PC re-release to support hardware ray tracing via DXR, DLSS 3 with frame generation, FSR 2, and NVIDIA Reflex. Los Santos is a dense open-world environment that stresses both GPU and CPU simultaneously — the city core in particular combines high draw call counts, dense pedestrian/vehicle populations, and complex lighting scenarios that saturate even high-end hardware. VRAM pressure climbs quickly: 6 GB covers 1080p at High textures, 8 GB is the comfortable floor at 1440p, and 4K Ultra textures push toward 12 GB. The engine's optimization headroom is meaningful — population density, global illumination, and ray tracing carry disproportionate costs and can be trimmed independently without collapsing overall image quality. DLSS Quality mode or FSR Quality mode are the most effective single levers for reclaiming performance.

Below is a per-setting breakdown: what each option does, how much it costs, and the value we recommend — tuned to keep the image looking right while reclaiming frames. Want the exact numbers for your GPU? Open the optimizer →

Biggest wins

The settings that buy back the most frames for the least visual loss in Grand Theft Auto V Enhanced.

+19 fps
Drop Global Illumination to Medium

Barely visible in motion vs Ultra — strong frame saver.

+11 fps
Drop Volumetric Fog to Medium

Barely visible in motion vs Ultra — strong frame saver.

+7 fps
Drop Grass Quality to High

Barely visible in motion vs Ultra — strong frame saver.

Recommended settings for Grand Theft Auto V Enhanced

Reference rig: RTX 4080 at 1440p, balanced preset. Values are accurate to Grand Theft Auto V Enhanced's in-game options.

Texture Quality

High Low cost

Typical impact 0-5% · 4% fps cost

In Grand Theft Auto V Enhanced, we recommend Texture Quality at High (4% fps cost).

Controls the maximum mipmap resolution loaded for surface textures. Higher levels stream larger texture maps (2K/4K) from disk into VRAM via the texture streaming pool. The GPU samples these during fragment shading using the currently bound sampler state. The FPS cost is minimal when VRAM is sufficient because texture fetch latency is hidden by the cache hierarchy, but exceeding VRAM capacity triggers page-faulting and hitching as textures are swapped between system RAM and VRAM.

In Grand Theft Auto V Enhanced: RAGE streams texture pages into a dedicated VRAM pool. At Ultra, high-resolution 4K asset packs for vehicles, building facades, and road surfaces are resident — demanding roughly 10–12 GB at 4K. Dropping to High saves 2–3 GB and is visually near-identical during normal gameplay. The FPS cost of texture quality itself is minimal when within budget, but exceeding the pool triggers stutter as assets are evicted and re-streamed from the SSD.

Shadow Quality

High Heavy

Typical impact 8-25% · 12% fps cost

In Grand Theft Auto V Enhanced, we recommend Shadow Quality at High (12% fps cost).

Controls shadow map resolution, filtering method, and cascade count for dynamic shadows. The engine renders the scene from each light source perspective into depth-only shadow map textures. Higher settings increase shadow map resolution (1024 to 4096 texels), add more cascaded shadow map splits for the directional light (improving near-field resolution), and enable softer PCF or PCSS filtering which requires more depth comparison samples per pixel during the lighting pass.

In Grand Theft Auto V Enhanced: RAGE uses cascaded shadow maps for the directional sun light plus separate shadow atlases for local lights. Ultra increases cascade resolution to 4096 and adds extra near-field cascades, producing noticeably crisper building and vehicle shadows across Los Santos. The GPU cost is substantial — roughly 10–18% frame time relative to Low — because the dense urban geometry fills shadow frusta with thousands of draw calls. Medium offers the best FPS-to-quality ratio for most hardware.

Ray Tracing

Off Low cost

Typical impact 20-50% · no measurable cost

In Grand Theft Auto V Enhanced, the recommended preset leaves Ray Tracing off — little visual loss for the frames it returns.

Enables hardware-accelerated ray tracing via DXR or Vulkan RT extensions, dispatching rays from the GPU RT cores through a bounding volume hierarchy (BVH) acceleration structure built over scene geometry. Depending on the implementation, RT may cover reflections (tracing reflection rays from glossy surfaces), shadows (tracing shadow rays toward light sources for pixel-perfect hard/soft shadows), ambient occlusion (short-range visibility rays), and global illumination (multi-bounce path tracing). Each feature adds its own ray budget — a single pixel might dispatch 1-8 rays. BVH traversal and ray-triangle intersection testing occur on dedicated RT hardware, but shading the hit points runs on standard compute units.

In Grand Theft Auto V Enhanced: Enhanced edition adds RT reflections, RT shadows, and RT ambient occlusion. Full RT mode cuts FPS by ~40% — use DLSS/FSR to compensate.

Reflection Quality

Medium Low cost

Typical impact 3-20% · 6% fps cost

In Grand Theft Auto V Enhanced, we recommend Reflection Quality at Medium (6% fps cost).

Controls the method and fidelity of surface reflections. Low settings use pre-baked cubemap probes — a single texture lookup per pixel. Medium enables screen-space reflections (SSR) that ray-march through the depth buffer to find reflected geometry. High uses higher-resolution SSR with more march steps. Ultra may enable planar reflections (re-rendering the scene from a mirrored viewpoint) or RT reflections (hardware-accelerated rays). The cost escalation from cubemaps to SSR to RT is dramatic — cubemaps are nearly free, SSR costs 3-8%, and RT reflections cost 15-25%.

In Grand Theft Auto V Enhanced: When ray tracing is off, RAGE uses screen-space reflections (SSR) backed by reflection capture probes placed across Los Santos. Low falls back to static probes only. Medium introduces SSR with moderate march depth. High and Ultra increase SSR ray march steps and resolution, producing accurate wet-road and glass-facade reflections in the rain. The jump from Medium to Ultra costs 5–10% frame time — most noticeable on the reflective skyscraper glass in Rockford Hills and on rain-soaked highway surfaces.

Global Illumination

Medium Heavy

Typical impact 15-40% · 15% fps cost

In Grand Theft Auto V Enhanced, we recommend Global Illumination at Medium (15% fps cost).

The most comprehensive indirect lighting system, simulating full multi-bounce light transport. Modern implementations include UE5 Lumen (software screen-space radiance cache with optional hardware RT acceleration), path tracing (stochastic ray tracing with multiple bounces per pixel), and hybrid systems combining screen-space probes with signed distance field tracing. Lumen software mode uses a screen-space radiance cache updated via compute shaders plus SDF traces, while hardware RT mode dispatches actual ray tracing calls through RT cores. This is typically the single heaviest setting in any game.

In Grand Theft Auto V Enhanced: New to Enhanced — real-time GI replaces baked lighting in interiors. Major visual upgrade for night scenes at significant GPU cost.

Water Quality

High Low cost

Typical impact 3-12% · 6% fps cost

In Grand Theft Auto V Enhanced, we recommend Water Quality at High (6% fps cost).

Governs the fidelity of water surface rendering including wave simulation, tessellation, refraction, and reflection techniques. Higher settings enable GPU-computed FFT wave simulation in compute shaders, adaptive tessellation for displacement mapping on the water mesh, screen-space refraction via distorted depth buffer sampling, and planar or screen-space reflections. The reflection pass may render the scene a second time from a mirrored viewpoint, effectively doubling draw calls for visible water surfaces.

In Grand Theft Auto V Enhanced: Controls the FFT wave simulation resolution on the Pacific Ocean and rivers, plus refraction quality and foam detail. Ultra runs a higher-resolution FFT compute dispatch each frame and enables multi-layer foam with dynamic lighting interaction. The cost is most pronounced at viewpoints overlooking the coastline or during boat sequences. Medium retains convincing wave displacement at materially lower compute cost. The difference between High and Ultra is subtle unless the camera is close to the water surface.

Grass Quality

High Heavy

Typical impact 5-20% · 10% fps cost

In Grand Theft Auto V Enhanced, we recommend Grass Quality at High (10% fps cost).

Controls grass blade density, draw distance, and rendering method. Grass is typically rendered via GPU instancing — a single blade mesh is instanced thousands of times with per-instance transforms stored in structured buffers. Higher settings increase instances per square meter and extend the draw distance. Each grass blade is an alpha-tested quad or multi-polygon mesh, producing significant overdraw in dense fields. Wind animation is computed in the vertex shader using procedural noise functions. Some engines use mesh shaders or indirect draw for grass, reducing CPU-side instancing overhead.

In Grand Theft Auto V Enhanced: GPU-instanced grass covers the Vinewood Hills, Blaine County, and the Alamo Sea shoreline. Ultra maximizes blade density per square meter and extends the draw distance, generating millions of alpha-tested triangles in open terrain. The vertex shader applies procedural wind animation per instance. In rural areas, the difference between High and Ultra is the most frame-time-expensive pure visual upgrade in the game — expect 8–15% savings dropping from Ultra to Medium in Blaine County without meaningful impact in the city.

Ambient Occlusion

Medium Low cost

Typical impact 3-12% · 5% fps cost

In Grand Theft Auto V Enhanced, we recommend Ambient Occlusion at Medium (5% fps cost).

Computes soft shadowing in crevices and where surfaces meet by estimating how much ambient light is occluded at each pixel. SSAO samples the depth buffer in a hemisphere around each pixel, testing for nearby occluders. HBAO+ uses ray-marching along the depth buffer horizon. GTAO uses a multi-directional horizon search with cosine-weighted integration for physically correct results. Each method runs as a fullscreen compute or pixel shader pass — higher quality modes increase sample count from 4 (SSAO) to 32+ (GTAO Ultra), directly scaling the per-pixel ALU cost.

In Grand Theft Auto V Enhanced: RAGE implements GTAO (Ground Truth Ambient Occlusion) at High, a multi-directional horizon-search pass that runs at full resolution. It adds soft contact shadows under vehicles, between buildings, and around pedestrian feet — critical for the Enhanced edition's improved lighting fidelity. Medium uses a lighter HBAO-style pass. The difference between Medium and High is modest in fast motion but visible in still shots. Off removes inter-object contact shadows entirely, which reads as visually flat in the reworked lighting environment.

Volumetric Fog

Medium Heavy

Typical impact 5-18% · 8% fps cost

In Grand Theft Auto V Enhanced, we recommend Volumetric Fog at Medium (8% fps cost).

Renders physically-based 3D fog that interacts with lighting, shadows, and participating media density. The engine allocates a 3D froxel (frustum-voxel) volume texture — typically 160x90x64 or higher — and ray-marches through it from each pixel, accumulating scattered light and extinction at each step. Each froxel samples the shadow map to determine direct illumination, applies the Henyey-Greenstein phase function for anisotropic scattering, and accumulates density from noise textures or analytical fog volumes. The cost is substantial because every visible pixel requires a full volumetric integration.

In Grand Theft Auto V Enhanced: Los Santos's atmospheric haze, light shafts through freeway overpasses, and nighttime light pollution through fog are all rendered via a 3D froxel volume. RAGE ray-marches through this volume per pixel each frame, sampling shadow maps at each step with the Henyey-Greenstein phase function. Ultra increases froxel grid resolution and march step count — the most impactful setting during overcast or night weather. Low still produces visible volumetric shafts but at coarser resolution. Cost is highest during foggy weather events; expect 5–12% frame time difference between Off and High.

Level of Detail (LOD)

High Heavy

Typical impact 3-12% · 8% fps cost

In Grand Theft Auto V Enhanced, we recommend Level of Detail (LOD) at High (8% fps cost).

Governs the distance thresholds at which objects transition between LOD tiers. The engine uses screen-space projected size or distance-based heuristics to swap between high-poly and simplified meshes. Higher settings push these transition distances further, keeping detailed geometry on screen longer. This increases total triangle count, draw calls, and vertex buffer memory. In UE5 titles using Nanite, this controls the aggressiveness of the virtual geometry streaming system.

In Grand Theft Auto V Enhanced: Controls the geometry LOD transition distances for buildings, vehicles, and props across Los Santos. Ultra keeps fully detailed building meshes and prop geometry visible at maximum range — particularly noticeable across the downtown skyline when viewed from Vinewood Hills. Higher LOD also increases the draw call count submitted to RAGE's command processor. At Ultra with a wide view distance, the CPU can become a bottleneck on 6-core and below CPUs. Medium is the practical recommendation unless targeting cinematic screenshot quality.

Population Density

High Heavy

Typical impact 5-18% · 12% fps cost

In Grand Theft Auto V Enhanced, we recommend Population Density at High (12% fps cost).

Controls the density of vehicles and pedestrians in the game world. The engine spawns entities based on population zone definitions and distance from the player. Each pedestrian requires CPU-side navigation (A* pathfinding on nav mesh), animation state machine evaluation, and GPU-side draw calls. Vehicles add physics simulation (rigid body dynamics, wheel raycasts, traffic AI). The cost is overwhelmingly CPU-bound — the GPU handles NPC rendering efficiently via instanced skinned meshes, but the CPU must tick AI, physics, and animation for every active entity.

In Grand Theft Auto V Enhanced: Each pedestrian and vehicle in GTA V Enhanced requires CPU-side AI ticking (behavior trees, navigation mesh queries), skeletal animation blending, and GPU draw calls. Full density in the Strawberry and Little Seoul districts can spawn 80+ simultaneous NPCs plus traffic, which is heavily CPU-bound. Halving density to Medium recovers 8–15% CPU frame time in busy areas and reduces GPU skinning overhead. For players running below a Ryzen 5 5600 or Core i5-12th-gen equivalent, Medium or Low population density is the most meaningful non-GPU optimization available.

View Distance

High Heavy

Typical impact 5-20% · 8% fps cost

In Grand Theft Auto V Enhanced, we recommend View Distance at High (8% fps cost).

Sets the maximum distance at which world geometry, props, and objects are rendered. The engine performs frustum culling and occlusion culling on all objects — increasing view distance dramatically increases the number of objects passing visibility tests, leading to more draw calls submitted to the GPU command processor. In UE5 titles, this also affects Nanite virtual geometry streaming range. The CPU cost of scene traversal and draw call submission often bottlenecks before the GPU at extreme view distances.

In Grand Theft Auto V Enhanced: Sets the frustum range for world geometry, parked vehicles, and static props beyond the immediate vicinity. Ultra pushes geometry streaming to maximum range — the entire downtown core remains fully detailed when viewed from the Vinewood sign, generating thousands of simultaneously visible draw calls. RAGE's occlusion culling handles dense urban areas efficiently, but at Ultra view distance in open areas like the airport or desert, draw call counts spike and can CPU-limit the frame. High offers a practical balance without the pop-in visible at Low.

Anti-Aliasing

TAA High Low cost

Typical impact 2-15% · 4% fps cost

In Grand Theft Auto V Enhanced, we recommend Anti-Aliasing at TAA High (4% fps cost).

Smooths jagged edges (aliasing) on geometric boundaries. FXAA is a single-pass edge-detection blur — cheap but softens the image. TAA accumulates multiple frames using motion vectors, sampling sub-pixel jitter offsets to reconstruct smoother edges — moderate cost with potential ghosting. SMAA uses pattern-matching edge detection with a more intelligent blend. MSAA runs the rasterizer at 2x/4x the sample count, evaluating coverage for each triangle edge — expensive because it multiplies ROP work and render target memory, but produces sharp geometry edges without blur.

In Grand Theft Auto V Enhanced: GTA V Enhanced ships with TAA and TAA High as the primary in-engine AA options. TAA accumulates subpixel jitter across frames using RAGE's motion vector buffer, effectively halving aliasing on vehicle silhouettes and building edges. TAA High increases the temporal sample count and uses a wider reconstruction kernel, adding slight softness in exchange for cleaner results on foliage and fences. If using DLSS or FSR, their internal temporal reconstruction supersedes the in-engine TAA — setting AA to Off when upscalers are active avoids redundant blurring.

NVIDIA DLSS

Off Low cost

Typical impact -30-80% · no measurable cost

In Grand Theft Auto V Enhanced, the recommended preset leaves NVIDIA DLSS off — little visual loss for the frames it returns.

Deep Learning Super Sampling — NVIDIA's AI-based temporal upscaling that runs on dedicated Tensor Core hardware. The engine renders at a lower internal resolution and feeds the reduced-resolution frame, motion vectors, and depth buffer to a neural network that reconstructs a high-resolution output. DLSS 3+ adds optical flow-based frame generation on Ada/Blackwell architectures. The FPS gain comes from rendering fewer pixels — Quality mode renders ~67% of native pixels, Performance ~50%, Ultra Performance ~33%.

In Grand Theft Auto V Enhanced: DLSS 3 on RTX 30/40/50 series renders at a reduced internal resolution and reconstructs via Tensor Core inference. On Ada (RTX 40-series) and Blackwell (RTX 50-series), DLSS Frame Generation inserts AI-synthesized frames between rendered frames, potentially doubling displayed framerate. Quality mode (67% native) is the recommended starting point — it recovers 30–45% FPS at 1440p with minimal perceptible resolution loss. Frame generation is particularly effective for RT-heavy configurations where raw frame time is high but input latency remains acceptable for a single-player game.

AMD FSR

Off Low cost

Typical impact -25-70% · no measurable cost

In Grand Theft Auto V Enhanced, the recommended preset leaves AMD FSR off — little visual loss for the frames it returns.

FidelityFX Super Resolution — AMD's upscaling technology available on all GPUs. FSR 2.0+ uses temporal accumulation similar to TAA — it combines multiple jittered lower-resolution frames using motion vectors and a depth buffer to reconstruct a higher-resolution output via a multi-pass compute shader pipeline. The pipeline includes depth clip detection, motion vector dilation, luminance instability detection, and a reconstruction pass with Lanczos-based resampling. Unlike DLSS, FSR runs on standard compute units rather than dedicated AI hardware, working vendor-agnostically.

In Grand Theft Auto V Enhanced: FSR 2 in GTA V Enhanced uses temporal accumulation with motion vector dilation and a Lanczos-based reconstruction pass — no dedicated AI hardware required, making it the upscaler of choice for AMD and Intel GPU owners. Quality mode renders at 67% native resolution and reconstructs convincingly on static geometry, though fast-moving vehicles can exhibit minor edge instability compared to DLSS. Performance mode (50% native) is viable for 4K-to-1080p internal rendering scenarios. FSR Frame Generation is also supported on compatible hardware for additional throughput at the cost of marginally increased latency.

Motion Blur

High Low cost

Typical impact 1-5% · 2% fps cost

In Grand Theft Auto V Enhanced, we recommend Motion Blur at High (2% fps cost).

Applies directional blur to moving objects based on per-pixel motion vectors. The engine writes a motion vector buffer during the G-buffer pass — each pixel stores a 2D velocity derived from the difference between current and previous frame positions. The post-process shader samples the color buffer along each pixel's motion vector, averaging multiple taps to produce directional streaking. The cost is a single fullscreen pass with 8-16 dependent texture fetches per pixel. Many competitive players disable this for image clarity.

In Grand Theft Auto V Enhanced: RAGE writes per-pixel motion vectors during the G-buffer pass and applies a directional blur scaled by velocity magnitude. In GTA V Enhanced this is most visible during high-speed vehicle chases and camera pans across the city. High increases the blur sample count and maximum velocity scale, which some players find distracting. The cost is a single fullscreen post-process pass — roughly 1–3% frame time. Competitive or motion-sensitive players commonly disable this entirely with no performance downside; the image is subjectively sharper at Off.

Depth of Field

On Low cost

Typical impact 2-8% · 1% fps cost

In Grand Theft Auto V Enhanced, we recommend Depth of Field at On (1% fps cost).

Simulates camera lens focus by blurring pixels based on their distance from a focal plane. The depth buffer is sampled to determine each pixel's circle of confusion (CoC). A Gaussian or bokeh blur is applied with kernel size proportional to CoC. Higher quality modes use physically-based hexagonal or circular bokeh shapes via a gather pass. Cinematic mode may use separate near-field and far-field blur with smooth transitions. The cost scales with maximum CoC radius — large blur kernels require 32+ texture taps per pixel.

In Grand Theft Auto V Enhanced: In GTA V Enhanced, depth of field is applied during cutscenes and cinematic camera modes using a physically-based bokeh blur with separate near and far fields. During open-world gameplay the effect is subtle — slight background blur when aiming. On renders the CoC blur via a gather pass scaled by the depth buffer. The cost is 2–5% frame time when active. Players who prioritize gameplay clarity over cinematic presentation typically disable it; the setting has no bearing on competitive visibility during standard third-person play.

Expected performance by hardware tier

Estimated average FPS in Grand Theft Auto V Enhanced on a balanced preset, before upscaling.

TierGPUResolutionEst. FPSWith RT
Budget GTX 1650 1080p 35 16
Entry RTX 3060 1080p 34 18
Mid-range RTX 4070 1440p 70 46
High-end RTX 4080 1440p 90 59
Enthusiast RTX 4090 4K 38 25
Get Grand Theft Auto V Enhanced settings for your exact GPU →

Grand Theft Auto V Enhanced settings — FAQ

Is Grand Theft Auto V Enhanced well optimized on PC?

Grand Theft Auto V Enhanced runs on RAGE (Enhanced) and rates 4/5 for optimization — below-average optimization. With a balanced preset it needs tuning to run smoothly; the per-setting recommendations above prioritise image quality while trimming the options that cost the most frames.

What are the most demanding settings in Grand Theft Auto V Enhanced?

The heaviest options are Ray Tracing (up to 55% fps), Global Illumination (up to 36% fps), Shadow Quality (up to 20% fps). Lower these first when you need frames — they free up the most performance for the smallest hit to how Grand Theft Auto V Enhanced actually looks in motion.

What GPU do I need to run Grand Theft Auto V Enhanced at 60 FPS?

A RTX 4070 (Mid-range tier) reaches about 70 FPS at 1440p on a balanced preset, so anything at or above that class clears 60 FPS comfortably. Lower tiers can still hit 60 by enabling upscaling and dropping the heaviest settings.

Does Grand Theft Auto V Enhanced support DLSS, FSR, or ray tracing?

Grand Theft Auto V Enhanced supports NVIDIA DLSS, AMD FSR and ray tracing. Upscaling is the single biggest "free" frame boost — enable it before lowering quality settings.