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

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

Last updated: 2026-06-18

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 is the 2025 RAGE engine re-release with a full hardware ray-tracing suite (RT shadows, reflections, hi-res reflections, GI, 2nd GI bounce, AO, BVH quality), DLSS 4 / AMD FSR 4 vendorized Frame Scaling, Frame Generation, and TAA/FSR 3 anti-aliasing. The Enhanced edition replaces the original fully baked lighting with real-time GI and adds DXR acceleration across all reflective and shadow-casting surfaces. RAGE pushes draw calls hard in dense urban areas — Los Santos traffic, Vinewood crowds, and night-time neon reflections all stack simultaneously, making this one of the most GPU-demanding open-world titles. VRAM pressure is real: 6 GB is the floor at 1080p, and 4K with RT enabled will push 12 GB. The practical advice is to enable Frame Scaling (DLSS on NVIDIA, FSR 4 on AMD) early — RAGE Enhanced was clearly authored with upscaling as a core path.

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 →

Our approach to Grand Theft Auto V Enhanced

Grand Theft Auto V Enhanced runs on RAGE (Enhanced) and is rated 4/5 for GPU demand with 4/5 optimization quality. This is a demanding title — expect to make meaningful visual compromises on mid-range hardware. We prioritise DLSS/FSR as a first lever before cutting quality settings — upscaling recovers 25–50% of frame time at minimal visual cost. Ray tracing is supported and is the single most expensive feature — we recommend disabling it first on hardware below the High-end tier, as its FPS cost (40–70%) far exceeds its visual contribution in most scenes.

Biggest wins

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

+16 fps
Drop Ray-Traced Global Illumination to Medium

Barely visible in motion vs Ultra — strong frame saver.

+7 fps
Drop Grass Quality to Very High

Barely visible in motion vs Ultra — strong frame saver.

+7 fps
Drop Shadow Quality to Very 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

Very High Low cost

Typical impact 0-5% · 4% fps cost

In Grand Theft Auto V Enhanced, we recommend Texture Quality at Very 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. Ultra loads 4K asset packs for Los Santos architecture, vehicle interiors, and character models. Normal falls back to 2K mips. The VRAM cliff is steep: Ultra at 4K with RT enabled pushes past 12 GB, causing streaming stalls on 8 GB cards. High is the practical ceiling for 8 GB VRAM at 1440p.

Shader Quality

Very High Low cost

Typical impact 3-12% · 4% fps cost

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

Controls the fidelity of material shaders used for surface rendering. Lower quality uses simplified BRDF approximations with fewer shader instructions per pixel — often removing subsurface scattering, multi-layer materials, and per-pixel detail computations. Higher quality enables physically-based material evaluation with full PBR specular models, fabric simulation (anisotropic specular), and more accurate Fresnel responses. In games with heavy shader permutation counts, higher settings increase GPU occupancy requirements.

In Grand Theft Auto V Enhanced: Controls the complexity of RAGE surface shaders — road wetness, vehicle paint clearcoat, skin subsurface scattering. Very High enables per-pixel material blending for urban surfaces; Normal uses cheaper approximations. The cost is moderate (6-10% GPU time at Very High) but visually subtle in motion.

Shadow Quality

Very High Heavy

Typical impact 8-25% · 12% fps cost

In Grand Theft Auto V Enhanced, we recommend Shadow Quality at Very 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. Very High uses 4096-texel cascades with PCSS filtering; Normal drops to 2048 with basic PCF. The switch from Very High to High saves 8-12% GPU time with minimal perceptual change during gameplay.

Ambient Occlusion

SSDO Low cost

Typical impact 3-12% · 3% fps cost

In Grand Theft Auto V Enhanced, we recommend Ambient Occlusion at SSDO (3% 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 offers SSDO (Screen Space Directional Occlusion) and HBAO (Horizon-Based Ambient Occlusion). HBAO produces tighter, more accurate contact shadows in doorways and under vehicles. SSDO is cheaper but softer. When Ray Traced AO is enabled, this setting has no effect — the RT pass supersedes it.

Reflection Quality

Very High Low cost

Typical impact 3-20% · 6% fps cost

In Grand Theft Auto V Enhanced, we recommend Reflection Quality at Very High (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: Non-RT reflections use screen-space reflections (SSR) backed by reflection capture probes for off-screen surfaces. Ultra increases probe density and SSR step count; Normal falls back to static cubemaps which look flat on glossy surfaces. When RT reflections are enabled, this setting is largely superseded.

Water Quality

Very High Low cost

Typical impact 3-12% · 6% fps cost

In Grand Theft Auto V Enhanced, we recommend Water Quality at Very 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, rivers, and pools, plus refraction quality and foam rendering. Ultra uses a high-frequency FFT grid with per-pixel refraction; Normal simplifies to vertex-displaced gerstner waves. The cost is scene-dependent — coastal areas are heavy, urban storm drains are not.

Particle Quality

Very High Low cost

Typical impact 3-12% · 4% fps cost

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

Controls particle system density, simulation complexity, and render quality. Higher settings increase maximum particle count per emitter, enable GPU-driven particle simulation in compute shaders (position, velocity, lifetime, collision), and use soft particle blending (sampling the depth buffer to fade particles near surface intersections). The overdraw cost from thousands of alpha-blended billboard quads is the primary performance concern — each particle that overlaps another requires a separate blending operation.

In Grand Theft Auto V Enhanced: Governs the simulation resolution and per-particle lighting for explosions, muzzle flash, smoke, and environmental debris. Ultra enables per-particle deferred lighting; Normal uses ambient-only. Cost spikes during combat sequences and vehicle explosions.

Grass Quality

Very High Heavy

Typical impact 5-20% · 10% fps cost

In Grand Theft Auto V Enhanced, we recommend Grass Quality at Very 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 instance count and draw distance; Normal culls aggressively. This is one of the heaviest individual settings in rural areas — dropping from Ultra to High can recover 15-20% GPU time on grass-heavy scenes.

Post-Process Quality

Very High Low cost

Typical impact 3-10% · 6% fps cost

In Grand Theft Auto V Enhanced, we recommend Post-Process Quality at Very High (6% fps cost).

Controls the overall quality of the fullscreen post-processing effect stack including tone mapping, color grading (LUT application), bloom (bright-pass filter with multi-stage Gaussian blur), lens flare, auto-exposure (luminance histogram compute shader), and screen-space lens distortion. Higher settings run these effects at full resolution, use larger blur kernels for bloom, and enable additional effects. The total cost is the sum of multiple fullscreen passes — each reading and writing the entire framebuffer.

In Grand Theft Auto V Enhanced: Controls bloom, lens distortion, chromatic aberration, and colour grading LUT resolution. Ultra uses a higher-quality LUT and full-res bloom; Normal uses a smaller LUT. The cost is modest (3-6% GPU time) and the visual difference is subtle.

Depth of Field

Ultra Low cost

Typical impact 2-8% · 3% fps cost

In Grand Theft Auto V Enhanced, we recommend Depth of Field at Ultra (3% 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: Applied during cutscenes and cinematic camera modes using a physical bokeh simulation. Very High uses a wide aperture with more blur; Normal narrows the effect. Cost is negligible outside cutscenes.

Tessellation

High Low cost

Typical impact 5-15% · 4% fps cost

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

Enables hardware tessellation via hull and domain shaders (DX11+) to dynamically subdivide mesh surfaces and displace them using heightmaps. The hull shader determines the tessellation factor per patch, and the tessellation unit generates new vertices that the domain shader displaces using a heightmap texture. The cost scales quadratically with tessellation factor — a factor of 16 generates 256x more triangles than the input mesh. Most expensive on terrain and water surfaces with large screen coverage.

In Grand Theft Auto V Enhanced: RAGE tessellates terrain patches and displacement on roads, cliffs, and beach sand. Very High uses full four-layer displacement; Normal flattens to two layers. The cost is moderate in outdoor areas, negligible indoors.

Anisotropic Filtering

16x Low cost

Typical impact 0-1% · 2% fps cost

In Grand Theft Auto V Enhanced, we recommend Anisotropic Filtering at 16x (2% fps cost).

A dedicated anisotropic texture filtering control that adjusts the maximum number of additional texture samples taken per pixel for surfaces at steep viewing angles. At 16x, up to 16 taps are taken along the anisotropy axis in the texture unit hardware. This computation is overlapped with ALU work in the shader pipeline, so even maximum settings cost virtually nothing on modern architectures. The visual payoff is significant — eliminates blurriness on ground planes and distant walls.

In Grand Theft Auto V Enhanced: Sharpens textures on surfaces viewed at oblique angles — roads, pavements, and walls receding into the distance. 16x maintains clarity at virtually no GPU cost on modern hardware. Leave at 16x unless on extremely constrained VRAM.

Motion Blur

On Low cost

Typical impact 1-5% · 1% fps cost

In Grand Theft Auto V Enhanced, we recommend Motion Blur at On (1% 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. On/Off toggle — negligible cost, personal preference.

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 requires CPU-side AI ticking (behaviour trees, navigation, ragdoll preparation). Full is the heaviest CPU-bound setting in the game — lowering to Medium can recover 20-30% CPU frame time in dense urban areas. This is the primary lever for CPU-bound players.

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.

Ray-Traced Reflections

On Heavy

Typical impact 10-30% · 25% fps cost

In Grand Theft Auto V Enhanced, we recommend Ray-Traced Reflections at On (25% fps cost).

Enables hardware-accelerated ray-traced reflections using DXR/Vulkan RT. For each reflective pixel, one or more reflection rays are dispatched into the BVH acceleration structure, returning accurate reflections of geometry not visible on screen — something SSR cannot do. Each ray traverses the BVH tree of scene triangles, testing intersections before shading the hit point. Higher quality tiers increase rays-per-pixel, sample radius, and denoiser quality. Costs 15-30% FPS on complex scenes.

In Grand Theft Auto V Enhanced: Replaces SSR with hardware ray-traced reflections on vehicle paint, windows, wet surfaces, and puddles. On/Off toggle gated by Enable Ray Tracing. The single most expensive RT sub-feature — adds ~25% GPU time when enabled.

Ray-Traced Global Illumination

Medium Heavy

Typical impact 15-40% · 22% fps cost

In Grand Theft Auto V Enhanced, we recommend Ray-Traced Global Illumination at Medium (22% fps cost).

Implements multi-bounce global illumination using hardware ray tracing. Secondary rays are dispatched from primary surface hit points to gather indirect lighting from surrounding geometry, simulating light that bounces through the scene. Unlike SSGI which is limited to screen-space geometry, RTGI sees geometry behind the camera and in unlit areas. Each bounce multiplies the ray budget. A temporal denoiser accumulates samples across frames to reduce noise. This is the most expensive GI technique.

In Grand Theft Auto V Enhanced: Real-time global illumination replacing baked ambient lighting. Ultra uses a high sample count with 2nd bounce support; Off falls back to the original baked GI. Adds 15-25% GPU time at Ultra. The visual difference is most noticeable in interiors with coloured light sources.

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 4 on RTX 30/40/50 series renders at a reduced internal resolution and reconstructs via Tensor Cores. Quality mode renders at ~67% resolution and recovers 35-50% FPS with minimal sharpness loss. On AMD hardware, the Frame Scaling row shows AMD FSR 4 instead (vendorized).

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: AMD FSR 4 is the AMD/Intel path of Frame Scaling. Quality mode provides comparable upscaling quality to DLSS on AMD hardware. The vendorized Frame Scaling row automatically shows the correct upscaler based on GPU.

Frame Generation

Off Low cost

Typical impact -30-80% · no measurable cost

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

Synthesizes entirely new intermediate frames between real rendered frames using optical flow analysis. DLSS Frame Generation (NVIDIA Ada+) uses the Optical Flow Accelerator hardware to compute per-pixel motion between consecutive frames, then a neural network generates a synthetic frame by warping and blending the two surrounding real frames. AMD FSR Frame Generation uses a software-based optical flow compute shader implementation. The generated frame is inserted between real frames, effectively doubling perceived framerate. The trade-off is approximately 1 frame of additional display latency and potential artifacts on fast-moving objects where optical flow estimation fails.

In Grand Theft Auto V Enhanced: Frame Generator (On/Off) enables frame interpolation via DLSS Frame Generation (NVIDIA) or FSR 4.0 Frame Generation (AMD). Adds ~50% perceived smoothness but increases input latency slightly. Gated by the Frame Generator master toggle.

Anti-Aliasing

AMD FSR 3 Low cost

Typical impact 2-15% · 3% fps cost

In Grand Theft Auto V Enhanced, we recommend Anti-Aliasing at AMD FSR 3 (3% 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: Separate from Frame Scaling. TAA is the default with sub-pixel jitter and temporal accumulation. AMD FSR 3 is available as an AA-only option (no upscaling). Greyed when Frame Scaling is active.

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

How does Grand Theft Auto V Enhanced run on real-world hardware?

Cross-referenced against the Steam Hardware Survey (May 2026).

RTX 4070
is the minimum tier for 60 FPS

At 1440p on a balanced preset, this GPU reaches ~70 FPS. Lower tiers will need upscaling and reduced settings.

3.85%
of Steam players have a NVIDIA GeForce RTX 3060

This is the most common discrete GPU in the survey. Check the performance table above for what it delivers in this specific game.

25.89%
have 8 GB VRAM

8 GB is the most common VRAM tier. This is sufficient for Grand Theft Auto V Enhanced at 1080p and 1440p on recommended settings.

51.89%
play at 1080p

1080p remains the dominant resolution. Our recommendations are calibrated to run well here first, with 1440p (21.2% of players) as the secondary target.

Source: Steam Hardware & Software Survey, May 2026. Figures are self-reported by Steam users and represent the broader PC gaming market, not just Grand Theft Auto V Enhanced players.

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-Traced Global Illumination (up to 40% fps), Ray-Traced Reflections (up to 25% 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.

How much VRAM does Grand Theft Auto V Enhanced need?

Grand Theft Auto V Enhanced needs at least 6 GB of VRAM at 1080p and 12 GB at 4K to avoid texture streaming stutter. Based on the Steam Hardware Survey, most players (26% have 8 GB) have enough VRAM for 1080p.

Can Grand Theft Auto V Enhanced run on integrated graphics?

The GTX 1650 (our Budget tier, closest to modern integrated graphics like AMD's 780M or Intel Arc) reaches about 35 FPS at 1080p on a balanced preset. With reduced settings and lower resolution scaling, Grand Theft Auto V Enhanced is playable on integrated graphics — but expect 30–40 FPS rather than 60.

Data quality & sources

Data typeHand-verified from in-game menus
ConfidenceHigh
Last verified2026-06-18
Game versionEnhanced (2025-03-04 launch)

Settings for Grand Theft Auto V Enhanced were verified by running the game and reading the actual in-game menu options. This is our highest confidence tier.

Found incorrect data for Grand Theft Auto V Enhanced? Let us know — we correct verified errors within a week.