GTA IV for PC (official)


Recommended Posts

633538118322317020tdt3.jpg

Developer: Rockstar Toronto

Official GTA IV PC website

Official Release Dates:

Worldwide Release: 3rd December 2008

Rockstar has released the official system requirements for the game. Specifications are posted below:

Minimum System Requirements

OS: Windows Vista - Service Pack 1 / XP - Service Pack 3

Processor: Intel Core 2 Duo 1.8Ghz, AMD Athlon X2 64 2.4Ghz

Memory: 1.5GB, 16GB Free Hard Drive Space

Video Card: 256MB NVIDIA 7900 / 256MB ATI X1900

Recommended System Requirements

OS: Windows Vista - Service Pack 1 / XP - Service Pack 3

Processor: Intel Core 2 Quad 2.4Ghz, AMD Phenom X3 2.1Ghz

Memory: 2 GB (Windows XP) 2.5 GB (Windows Vista)

18 GB Free Hard Drive Space

Video Card: 512MB NVIDIA 8600 / 512MB ATI 3870

Link: http://pc.ign.com/articles/925/925515p1.html

Here are the PC exclusive features collected from a variety of sources:

--Will also use Games for Windows - Live for online play

--Max. resolution can be set to 2560x1600.

--View distance, detail distance, shadow density and light distance can all be set from 1-100.

--So can vehicle density, which also changes the way the game plays for obvious reasons.

--Video editor allows you to capture and edit in-game footage.

-- Videos can then be uploaded to Rockstar's Social Club website.

--32 person multiplayer with custom match feature for an optimized experience.

--Customize a radio station using your own songs with Independence FM.

GTA IV for PC HD Trailer

Link: http://www.gamershell.com/download_34842.shtml

Sources: Take 2 official site, GTA4.net, IGN, Gamespot.

Edited by Pranjal
Link to comment
https://www.neowin.net/forum/topic/690176-gta-iv-for-pc-official/
Share on other sites

goddamn thats like higher than far cry 2 and crysis.

get core i7 up and running g for that purpose :p

for me the requriment sound al right since both

X360 and PS3

have multicore

X360 has Triple core

while PS3 has six cells i belive ?

My PC's the 'recommended' system, except with just 2 GB of RAM on Vista and a 8800 GT.

But geez. Can someone say poor optimization... if the quality of graphics is anything to go by in previous GTA games. :/

Well the game is optimized for consoles already. The Xbox 360 runs 3 cores all dual threaded, and the PS3 runs 7 threads on one core. Both systems have advanced GPU's, and the 360's GPU utilizes DX10 API's. Dunno what you'd expect.

I suppose they could dumb the game down some, but why would they want to do that. All of a sudden Lucas Art's logic for not wanting to produce PC games is brought into physical perspective.

-Spenser

They don't have to dumb the entire game down, but rather offer some scaled back path for older hardware. I'm ready to play the game with those requirements, but wouldn't it be nice to let other PC gamers play the game at GTA3/VC/SA detail levels?

As for LucasArts. Puh. Other developers would beg to differ.

Both systems have advanced GPU's, and the 360's GPU utilizes DX10 API's. Dunno what you'd expect.

-Spenser

The PS3's RSX GPU is based on the GeForce 7800 having a bandwidth of 23 GB/s and doesn't utilise DX10 at all. That's hardly advanced. In case of the XBox360, the Xenos is a precursor to the Radeon R600 series. The minimum requirements itself are too high considering the GTA IV experience on the two consoles was OK.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Was it too much to ask to show the icon in this article?
    • Frankly, I blame whoever is writing such articles. "A big improvement/update and/or new feature is now available to everyone! Also, use this unofficial tweak tool to enable it because it actually isn't available to you yet officially and might not in fact even be entirely ready or whatever, hence why it is perhaps not enabled for you*. But it's great and you should enable it!" I mean there's nothing wrong with sharing info about some feature you might need to enable via unofficial means, of course. It's just that these articles tend to essentially end up being two news pieces in one, and one of them tends to be a bit misleading. (*Yes, yes, the "it's a controlled rollout!" thing. Not a fan of that one either. The argument, not the actual rollout.)
    • Thank you. Will do. I read in the release notes that editor config might be at play here.
    • Actually, I think even Microsoft doesn't know how to control it
    • OpenAI is making Codex more useful in Chrome and the cloud by Pradeep Viswanathan OpenAI's Codex now has more than 5 million users, up nearly 4x from earlier this year. To further accelerate Codex's growth among developers, OpenAI today announced that it has agreed to acquire Ona, a company that builds secure cloud execution and orchestration technology for developers. Ona will enable developers to run Codex with persistent and controlled cloud infrastructure for long-running agentic workflows. Right now, most Codex execution happens locally on developers' laptops and PCs, and the agents work continuously for hours. Through Ona, OpenAI aims to make Codex agents keep working for days without being tied to a user’s local machine or an active session. This will be an important capability for enterprises that want to deploy AI agents in production while maintaining control over infrastructure, data, security boundaries, credential scope, logging, and review workflows. Like any acquisition, the deal is still subject to customary closing conditions, including regulatory approvals. Until the deal closes, OpenAI and Ona will continue to operate as separate companies. After closing, Ona’s team will join the Codex team to improve developer workflows. Alongside the Ona acquisition announcement, OpenAI today introduced a few Codex updates. Developers can now save Codex rate limit resets and use them later instead of losing them when they are not needed immediately. OpenAI is also adding a referral option where users can invite a friend to Codex and get a saved rate limit reset. OpenAI today also announced a developer mode for browser use in Chrome and the Codex in-app browser. With this mode, Codex can use the Chrome DevTools Protocol to debug web apps, inspect pages, and work more directly with browser-based development workflows. Developers can use this when they want Codex to profile JavaScript, inspect console output and network traffic, examine web page states including the DOM and applied styles, and more.
  • Recent Achievements

    • One Month Later
      Jamswaz earned a badge
      One Month Later
    • Week One Done
      Jamswaz earned a badge
      Week One Done
    • Rookie
      Marzoid went up a rank
      Rookie
    • Community Regular
      coch went up a rank
      Community Regular
    • One Year In
      slackerzz earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      509
    2. 2
      PsYcHoKiLLa
      186
    3. 3
      +Edouard
      157
    4. 4
      Steven P.
      83
    5. 5
      ATLien_0
      75
  • Tell a friend

    Love Neowin? Tell a friend!