- Fidelity: 4k30fps
- Performance: 1440p60fps
- Performance RT: 1440p60fps
- Improved frame-rate also mitigates a lingering issues with GTA5 - very high input lag
- Compared to the PC version, Rockstar has improved the 60fps implementation (While 60fps was easily achievable on PC, it had issues: character animation wasn't running at 60fps, even when the renderer was, while camera pans also stuttered)
- On the new console builds, character movement is much improved but I still get the feeling that the camera motion in cutscenes could be better - and it still does not look like a proper 60fps to me
- Cloth effects still run at a lower frame-rate along with other incidental animations
- Still, this is an improvement over PC and a night and day boost compared to the last-gen consoles.
- Per-object motion blur is universally applied throughout the full game (it used a trick in last-gen versions)... It's subtle at 60fps and more noticeable in the 30fps fidelity mode, which looks much improved compared to the last-gen game running at the same frame-rate
- The new versions introduce a temporal anti-aliasing solution more in line with today's technology, similar to Red Dead Redemption 2
- Shimmering, dithering and noise are all significantly reduced to the point where in some respects, GTA5 at 1440p on PS5 looks preferable to PC at native 4K
- The fidelity mode is compromised owing to its increased input lag - and of the two performance offerings, it's the ray tracing mode I'd recommend
- RT is deployed here on shadows only, and specifically shadows cast by the sun
- RT shadows significantly reduce artefacting issues, eliminates the jarring cut-off points found in shadow cascades where a high quality shadow switches to a much lower quality one at close range and most importantly, the properties of shadows in real life are more accurately rendered (PC version has Nvidia PCSS shadows - an attempt to simulate this effect - but it is exactly that: an attempt)
- The RT shadows look good, but do not run at full resolution, which can result in some pop and fizzle
- Anisotropic filtering, which looks very much like the last-gen console version - improved only because of the higher resolution
- In its 60fps modes, the new rendition of GTA5 uses the same high grass density preset used by PlayStation 4
- Geometry level of detail also shows no real improvement compared to PlayStation 4
- PlayStation 5 does receive some DualSense controller upgrades, but I wouldn't describe them as game-changing
Edit - Sorry I have to stop due work and didn't finish or posted... it was wating here for a hour already lol
Conclusion.
"Technically, I think the new Grand Theft Auto 5 is the preferred version of the game - a big improvement over the PS4/Xbox One era rendition and better in many respects than the PC game too. That's down to aspects such as the increased fluidity via motion blur and the fixed-up cinematics, plus the inclusion of temporal anti-aliasing that cleans up a lot of the legacy image quality issues. Yes, there are visual features from the PC version missing in this new release - but crucially, aside from distance LOD, they don't tend to be noticed in the general run of play. Ultimately, there's the sense that Rockstar could have pushed harder to deliver more - so don't go in expecting an upgrade on par with something like Metro Exodus Enhanced Edition. In terms of 'next-gen' upgrades, what we're effectively getting here is the obligatory 60fps upgrade, a touch of RT and a smattering of pleasing refinements."
Seems like PC needs to receive the upgrade too.