GTA IV for PC (official)


Recommended Posts

In case some of you might have missed out, here are the PC exclusive features collected from a variety of sources:

--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 to share.

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

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

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

--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 to share.

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

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

that was available too in SA using some cheats .. & performed better.

Only draw distance could be set in San Andreas and that too in increasing or decreasing bars. There is no way you could change the other settings even with cheats. You can't capture video replay in San Andreas. That feature was there way back in Vice City and was subsequently removed. There was no official multiplayer support from Rockstar. Only modders created SA-MP. User customisable Radio station was there I accept.

GTA IV is now listed in Steam, FYI...

Sweet! Thanks for the heads up. STEAM is a godsend for PC gamers. It says it'll be available in approximately 1 week, 6 days and 9 hours. I can't wait!

I think it takes a quad-core processor just to comprehend your post.

+1

. You can't capture video replay in San Andreas

wha5t about replay feature?

somehow pc screens dont look too good.

+1

001le0.jpg&skippagegen=1

That looks really bad, it's like they've got some odd form of AA that just ends up jittering everything.

+1 yep doesnt look so good.. are they sure they used a dual quad core for the test :lol:

OK people time for some more updates:

--First post updated.

--US release date postponed by 1 day from 2nd Dec to 3rd Dec for a simulataneous release.

Rockstar's told VG247 that the PC version of GTA IV is launching on December 3, not December 2, as was widely reported at the end of October.

"The new release date is now changed to December 3 worldwide," we were told by email yesterday.

That's right: it's slipped by a day. Or maybe the initial reporting was wrong. Whatever.

In addition, the game's coming out on Steam.

Link: Simultaneous release on 3rd December 2008.

---GTA IV PC reviewed by PC Gamer

A user called daxlax at GTAForums.com has posted a mini-summary of a new (6-page) review by PC Gamer UK:

  • Keyboard and Mouse feels effortless to drive with, there seems no issues with this combo in general (mouse obviously being brilliant to aim with).
  • Wall hugging bugs from console has made it to PC - When up against certain walls or cars you still sometimes can't always peak around to shoot which causes some frustration to the player.
  • Bizarre decision has been made regarding multiplayer - You need to log into Rockstar's Social club AND Windows Live to be be able to log into the game online.
  • Game looks amazing with a Dual Core and a 8800 card. It did have some major framerate wobbles, "nothing fatal though" insists the reviewer.
  • The game scored 92% and also got the "MUST BUY" badge.

Link:http://www.gta4.net/news/4144/gta-iv-pc-re...ed-by-pc-gamer/

---Finally the Steam link: http://store.steampowered.com/app/12210/

Some more info on the video editor feature in GTA IV(PC):

"Exclusive to the PC version of Grand Theft Auto IV, the all-new Video Editor feature allows you to capture in-game footage (whether single-player or multiplayer gameplay), make real-time edits and render out clips as WMV video files.

"When something amazing happens while playing the game, simply press the F2 button on your keyboard and the last 30-45 seconds (duration varies based on user settings and specifications) of gameplay will be automatically dumped to your hard drive as raw footage.

"Then, load up the in-game Video Editor (easily accessible through your in-game mobile phone) to edit away - with a suite of tools that can change the camera angle, audio, speed, and depth of field - plus post-production special effects to tweak colors and add filters.

"You can also digitally splice together a collection of your raw clips to create a montage video. Add in-game music, custom titling and transitions to polish it off and then share your masterpiece online by uploading to Rockstar Games Social Club TV. There, you will be able to watch other Grand Theft Auto IV videos posted by Social Club members, rate and comment on videos, and participate in ongoing contests."

videoreplay3ox1.jpg

videoreplay4my4.jpg

videoreplay5fc8.jpg

videoreplay2fa6.jpg

Source: Official GTA IV PC website.

Edited by Pranjal

These are the latest info on the PC version's pre order rates:

In US:

Rockstar Warehouse: $49.99

Amazon : $46.99

BestBuy : $49.99

EB Games : $49.99

Gamestop : $49.99

Coming soon on: Steam,Direct2Drive

In UK:

Amazon : ?24.99

Game : ?24.99

Play : ?24.99

Woolworths : ?34.99

Zavvi : ?27.00

Coming soon on: Gamestation,HMV

I agree the graphics just don't justify the insane requirements. If you see the first screenshot, the vehicle bodies are having the same geometry and damage like San Andreas.

i played the 360 version and so trust me when i say the geometry to the vehicles and stuff the damage and stuff can get very very detailed far more so then GTA SA far more so the PC will naturally add to that with evan more layers of damage stages . also the physics engine is real time as it uses natural motion physcs engine so none of the in game physics ya see or anything related to physics is Pre-calculated and staged frame by frame by the developers all happens on the fly

that's just crazy... i was thinking about getting it for mine but, i really don't know if mine could handle it either... if not then this will be a big problem for rockstar... but also, it may play fine just not that smooth. unless you drop your graphics stuff down?

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

    • Week One Done
      davidbazooked earned a badge
      Week One Done
    • 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
  • 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!