Grand Theft Auto V gets a new graphical overhaul mod, aiming to make it as photorealistic as possible

Modder ‘Razed’ has released a new graphical mod for GTA V that aims to make Rockstar’s title as photorealistic as possible. This mod is basically ReShade, ENB, VisualSettings and TimeCycle files in combination with the VisualV mod, and Razed has spent over 400 hours of work in order to improve every aspect of his mod.

As Razed claimed:

“Version 2.0 is a complete overhaul of the entire NaturalVision mod and was built on top of the VisualV timecycle. In my opinion, it is by far the most realistic looking GTAV graphics mod currently out there. There were a lot of changes made and you will notice this as you play. The overall color and lighting in v2.0 is very accurate to Los Angeles in real life.”

Razed has released some new screenshots from this brand new version of his NaturalVision mod for GTA V that can be viewed below.

Those interested can download NaturalVision V2.0 from here. Do note that this mod requires VisualV in order to properly work (you can download it from here).

Enjoy!

NaturalVision 2.0 ✪ Photorealistic GTA 5 (4K Graphics Trailer)

56 thoughts on “Grand Theft Auto V gets a new graphical overhaul mod, aiming to make it as photorealistic as possible”

  1. Ain’t every ENB looking to make it look realistic? I reckon to bet some other modder is going to cry about some code stealin’ and what not and we aren’t going to hear from this modder for a while. Just you watch.

    1. Lol wtf are you on about? There has only been one case of a mod author stealing and that was GTA V Redux. Razed has made this preset on his own and you can see the credits he gives to VisualV.

      1. GTA Redux and that one guy that claimed he coded his own thing from the ground up and was called out on it the next day. I don’t remember the name of the mod but it was the best looking one by far.

      1. Absolutely. For a real time game, the lighting/GI is impressive. Much more impressive than all those ReShade mods than usually crush blacks to oblivion and boost contrast to Sin City levels.

          1. What exactly are you talking about? “Cuts and blemishes”… it relates to texturing and shading, not lighting, so nothing this mod tackles with ( which makes sense considering how small its size is ).

            When you take into account this is an open world game ( which implies an impressive database when it comes to the huge amount of level of details models to handle since draw distance is huge ), I can guarantee you won’t find any other open world game with such care to detail when it comes to urban design, variety of buildings models and varied multi-layered texturing.

        1. Lol “sounds”. The irony of you calling someone autistic and then messing up your own grammar is hilarious.

          1. well autistic people do confuse a simple typing mistake by a grammar mess up, if that alone is not proof that you’re autistic, only autistic basement dwellers get rustled by typing and grammar mistakes on the internet

      1. He’s right though, making a game extremely downsampled and desaturated and with a blue-tint doesn’t automatically make it look realistic. Look how the sky is blue and the sun is shining. In real life colors are everywhere and a lot warmer.

    1. Stop, man. I’m a console gamer, but i am smart enough to admit/see/recognize these graphics are simply outstanding. Even 6-8 ps4 pro running in parallel wouldn’t be powerful enough to render something close to it.

      And gta5 modded could look even better, if rockstar and other devs weren’t so lazy… just a few years ago, even triple A titles were only using a single big thread/core, instead of using 100% of all the available cores.

      in about 2-3 years, if devs create engines and games capable of maxing out any system : you have 3 graphic cards, and a total of 48gb of video memory? Well, the game will use them all, you have a 32core cpu ? Each one will run at 99%, your 3 cards have a total of 60 Tflops , with dx12/13 and plenty of fancy features ? Everything will run at 99%.
      … that day, games will look MUCH better, natively.

      Meanwhile, these mods put these games really close to photorealism.
      When i watch this video, and remember how ‘bad’ it looked on ps4, compared to the modded version…

      1. you are a console gamer that’s why you think this garbage is great because you’re used to games that look trashier than this, I don’t know why you’d want to use a ps4 pro for comparing to PC, since ps4 pro doesn’t have a particularly powerful hardware but theoretically speaking, if a console had a hardware 6-8 times more powerful than ps4 pro’s, it could easily out perform any high end PC you can get your cheap hands on, i won’t argue about cpu usage and how games worked back then because you sound illiterate in this matter
        i won’t waste my time reading rest of your comment, my guess is your age is something around 12-16 at best

      2. “but i am smart enough to admit/see/recognize these graphics are simply outstanding.”

        They can be. In the right circumstance it can look good. I was impressed a few times with this. The rest looked like a video game. Not that much better than others. Has all the same issues too. Poor draw-distance and the like. You really see how polygon limited devs are. And how poor the hardware can be.

        “Even 6-8 ps4 pro running in parallel wouldn’t be powerful enough to render something close to it”

        Which is rubbish. Even people in the comments to that video are saying
        they are running it maxed on a 970 coupled with an i7. “6-8 Pros could easily
        do this in parallel.

        “if rockstar and other devs weren’t so lazy…”

        Yep. Instead of producing miracles they were too busy eating
        burritos and watching The Hangover on repeat whilst baked.

        ” just a few years ago, even triple A titles were only using a single big thread/core”

        That’s a lie. Rendering took part on a single thread. Pretty much all engines were 2-3 threads. A lot of them still are in ways. Most people have between 2-4 thread chips. Steam hardware survey says 93% of their users have 2-4 cure CPU’s. Consoles are 6 low power cores. They were, probably better off going 4, but AMD didn’t really have many options for these companies.

        “instead of using 100% of all the available cores”

        No one does this, because it is not really possible. Not in the way you mean.

        “if devs create engines and games capable of maxing out any system : you have 3 graphic cards, and a total of 48gb of video memory? Well, the game will use them all”

        You’ll get 3 GPU’s fully being used when A) API’s actually support them in a meaningful way and it’s not just a driver hack B) The hardware can provide it. Even now nVidia has SLI capped at 2 GPU’s because of bandwidth limitations of the SLI bridge. AMD has XDMA which uses the PCI-E bus the GPU uses and it’s using the spare bandwidth the GPU doesn’t use. But that requires specific hardware and isn’t the be all end all.

        Doing this stuff on a single PCB isn’t happening and an SoC isn’t happening.

        “you have a 32core cpu ? Each one will run at 99%”

        What? What are you expecting devs will be doing with 32 threads
        in real-time?

        All at 99% sounds like some really poor code, too.

  2. That’s also because the ENB for GTA 4 was in DX9 and had many more features than the ENB for GTA V in DX11.

  3. It’s been like that for a long time now (there’s even rumors that even people that worked on Crysis didn’t get paid properly), the situation with Crytek is nasty.

  4. I’m impressed! Usually ENB-based mods make games look and run like hot garbage, but this actually looks pretty convincing. Kudos!

    1. In some isolated instances it is, but you can easily see it isn’t with the rest. The same things plaguing all games. Shadow draw-in, draw distance, in general.
      You realise how polygon limited games are with things like this.

  5. It’s a true marvel.
    The guys who can play this with the max quality, are really lucky.

    There’s just one thing i don’t understand. . Modders spend years upgrading assets, textures, everything. .. when, at rockstar, they have ALL the assets, textures, models, characters, etc, rendered at max quality, 0 compression, multi-million polygon models, etc.
    Wouldn’t it be more easy and simple, if rockstar could say ‘ok guys, here are 300-500 gb of uncompressed data, even the smallest textures are rendered at 4’000×4’000 pixels.have fun’

    From there, modders could optimize stuff, and release a true photorealistic mod. I could go even further, and say, a game like gta5, on pc, should be released along a 50, 100, even 300gb textures pack (via torrents, to save up bandwidth), for those with insane pc rigs, even if it was playable at 10fps only. (Hardware always evolving…)

    Anyway, playing the game with such quality, on a big 4k tv, must be an incredible experience. Bravo.

  6. All of the screenshots you posted don’t look anywhere as realistic as the Modded GTA V screenshots (call of juarez comes close). When I said it looked amazing, I meant it was amazing how photorealistic it looked.

    Downsampling has absolutely nothing to do with a game looking photorealistic. If you remove the downsampling you just get more jaggies and it the image won’t be as sharp. The lighting will stay exactly the same and it will still look as realistic.

    P.S.
    I did what you said and installed the mod and played it at a resolution of 1600×900 with only FXAA and it still looks great.

    1. Prove your point with a screenshot then, so we can all judge this mod at something else than extreme downsampling.

      Go ahead, post that 1600×900 screenshot 🙂 Let us see how “photorealistic” it still looks.

  7. You’re full of crap. Yes, downsampling can make games look much better, but there’s a lot more going on here than just downsampling.

        1. Making the game desaturated, with a blue-tint going on all over the place doesn’t make it realistic. It made it look worse.

  8. I’ve realised for quite some time that photorealism is much more about color than hoping to accomplish it by tossing in some graphical effect. Color particularly in lighting and shadowing is where it’s at.

  9. Oh please stop throwing that word around. None of them are anything close to photo realism. And if we’re strictly talking about which one that looks better of the two, I think it’s safe to say that the bottom one looks better since it doesn’t have that ugly bluetint applied.

    Case closed.

  10. Ok you clearly don’t understand how light works. Light bounces and given that the sky is blue, there will be a slightly blue cast to everything indirectly lit by the sky.

    Secondly, you have no idea how reshade even works. The depth haze effect adds a blur in the background. It’s equal to a static depth of field and does nothing to the colors.
    ———————————————————————–
    “I’m not saying that the rest of the stuff in his mod doesn’t help to improve over the vanilla game, that’s just something you’ve interpreted.”

    “What more are going on then? You tell me!”

    So you admit that there is more to his mod than just downsampling??

    Jesus you are one hell of hypocrite
    ———————————————————————–
    LOL even the picture you linked has a tint. It’s just a much colder palette. Get a clue.

    1. Light bounces of the particles and can be seen far away. Hence why the far away appears blueish. In close space that bluish isn’t visible that much, maybe if you spend some more time outside you’ll notice what I’m saying is correct. The author of the mod tweaked the colors incorrectly, that’s why there are blue-tint is overdone and smeared all over the place no matter what, which is not realistic. Secondly, it’s very obvious that I know more about Reshade than you do. The depth haze effect does more than just add blur in the distance, it has a color filter which can apply a certain color to background haze, much like it works in real life. Get a clue lol.

      Yeah that picture is a bad example, it’s probably edited, doubt the original image looked like that. Here’s a better picture: http://cdn26.us1.fansshare***com/photo/downtownlosangeles/hdtimelapsenet-city-hirez-los-angeles-streets-340352997.jpg

      The problem with this mod is, the blueish is overdone, it is not realistically implemented.

  11. By using sweetfx, you’re modifying the game, hence it’s a mod.
    Yeah, and by removing the cold blue-tint, were now in the warmer color space mr captain obvious. I didn’t use sweetfx to remove the tint, nor did I add any red filters to it, I simply removed the blue color tint using photoshop to prove my point. I probably know more about GI and ambient lighting than you do but that’s not relevant to the discussion. Again, this discussion is about blue-tint. The author of this mod thinks blue-tint makes it more realistic, it doesn’t.

  12. 1. Thank you.

    2. And now you’re gonna pick on my English? I don’t see how that would fuel any of your arguments but ok. Needless to say I’m from Sweden and my English isn’t perfect.

    Don’t you realize just how stupid you sound here? And what is fog exactly? Particles, as I just said. You also seem to have the wrong idea of what Global Illumination really is. GI is colored reflections that surfaces cast off of when struck by a light source, it is not the same as when the sky is scattering its color on the atmosphere, as what we see in the distance. There is no real time global illumination in GTA V, and trying to simulate it by using badly tweaked colors is the real embarrassing part here, especially when done wrong. Again, dropping the overall blue-tint and adding a tweaked effect using DepthHaze would be a much much better approach.

    3. I would assume you’d say that, you obviously lack the brains to simply correct a link that was edited to bypass the moderators approval.

    4. Again you just prove how little you know about something you claim you do, embarrassing yourself in the process. Should we go ahead and post some of the actual tweakable settings from DepthHaze shall we?

    #define DEH_EffectStrength 0.6 //[0.0:1.0]
    #define DEH_FogColor float3(1.0,0.8,0.2) [0.0:1.0] -Color of the fog (r, g, b).
    #define DEH_FogStart 0.3 //[0.0:1.0]
    #define DEH_FogFactor 0.6 //[0.0:1.0]

    Clearly you can tweak both the amount and color of the fog.

    5. Why would I? Screenshots are sufficient for me to tell that the mod is unbalanced and not particularly realistic looking. If I wanted a clean, desaturated game with an overdone blue-tint then I’d go ahead and install this mod. But for realism there are far better alternatives.

    The fact still remains: The mod is unbalanced, especially in the color department. Come back when you’ve stopped embarrassing yourself.

    1. At what point did I ever pick on your english? I picked on what you said earlier. Did you really not see the point I was getting at when I quoted you?
      First you said “What more is going on then show me?” As if the only reason the mod looked good was downsampling.
      Then you said “I’m not saying that the rest of the stuff in his mod doesn’t help to improve over the vanilla game, that’s just something you’ve interpreted.”
      This was to show that you completely flip flopped on what you said earlier, not an attempt to pick on your english.

      2. Please, just read up on what GI is. GI is not “colored reflections that surfaces cast off of when struck by a light source”. That’s just one effect of global illumination. Globall illumination is the behavior of light to bounce in an environment. That brings with it color bleeding but also tons of other effects like large-scale AO, diffuse reflections, specular reflections etc.

      3. Just post the damn link correctly the first time. The moderators usually approve things within a day anyways.

      4. All that feature would be doing is adding blue fog which can already be done in the timecycle so that shader is irrelevant. What the other was trying to do is fake GI to look better. I know GTA V has no real-time GI but it does have static IBL which is why the mod author had to fake the GI.

      1. Aah, you just make it too easy for me buddy.

        1. You picked on my English by correcting my spelling with square brackets when quoting me, there would be no other reason for than than to point out my spelling error the way you did. Also, I’m talking about a different quote entirely, namely this one: “light bounces of the particles and can be seen far away” And please, there’s no need to repeat yourself as it doesn’t move the discussion forward or helps to aid any of your arguments in the current state of the discussion.

        2. I don’t need to read up on GI as I know exactly what it does, I explained the most obvious implementation of GI and what it’s usually associated with, I withheld from explaining everything it does BUT, GI is not when the environment receives color from the sky, as you tried to make it appear. It was you who brought up GI in this discussion in the first place, this blue discussion has nothing to do with GI.

        Anyway here’s a quote from the Unity team:

        “Global Illumination is a system that models how
        light is bounced off of surfaces onto other surfaces (indirect light)
        rather than being limited to just the light that hits a surface directly
        from a light source (direct light). Modelling indirect lighting allows
        for effects that make the virtual world seem more realistic and
        connected, since objects affect each other’s appearance.”

        As we can clearly see it differs from direct lighting. We also see that in the end of that quote it is explained that objects affect each others appearance. Here’s a hint: The sky is not an object! Thus having nothing to do with GI in this discussion. So to sum it up, that bluish tone has nothing to do with indirect light global illumination. In real life the bluish comes from the atmosphere and is only visible in the distance and NOT in close proximity like in this mod and NO it’s not supposed to be GI, and even if the author tried to mimic some sort of fake GI it’s still not how it would look in real life and he severely failed to aid a realistic look by doing so. And NO… GI doesn’t affect “everything” like you stated earlier.

        3. Why would I? I much rather have you simply correct a link than bothering mods to review and accept it, they surely have better things to do, don’t be so lazy man.

        4. However he chose to implement distance bluish fog is up to him, fact still remains that he messed it up, the bluetones are all over the place and is overdone and it doesn’t aid realism.

        5. Did I just notice you completely ignoring my 4th point in our discussion and swapping it out with the 5th point? LOL! Allow me to quote a certain someone: “Congratulations on completely ignoring the part where you are exposed for being a total hypocrite”

        First you sarcastically congratulate me for being ignorant then you decide to do just the same thing. Well hello there mr hypocrite!

  13. I don’t know and I don’t care what the author think or doesn’t think. I’m not just “taking one picture to represent the whole mod” I presented an example by using one of the screenshots who, by the way, all had the overdone blue-tint. It’s just clear that the blue is overdone, simple as that. Why would I install this mod? If I want a realistic looking GTA V there are better alternatives, that also doesn’t mess up the colors.

    Again, I didn’t add a red tint. I effectively removed the blue-tint by tweaking the blue channel thus letting the other color channels to be more pronounced. Funny, I never claimed I am a professional modder, but I do know when a mod is badly made and/or balanced wrong. And you’d be surprised how much you can do with ENB and Reshade to a game like GTA V, so your statement falls short.

    Ok let’s be real: There are 3 persons disagreeing with me and one that call me a troll, who is a troll himself so he doesn’t really count. How is that in any way “tons of people” ? I never said everyone else is crazy, I’m just pointing out that the mod has an overdone blue-tint which in my opinion is not aiding realism. Probably some people think adding blue-tints to games aids realism but then probably most people would disagree on that.

    Oh I already did, for example my preset for The Division is the third most downloaded preset for SweetFX. And my different configs has thousands of unique downloads so… Imma keep replying here 🙂

  14. 1. Yes, you’re picking on my spelling by pointing it out with square brackets, without the square brackets it would be considered I normal typo fix.

    Yes I did acknowledge that by responding thank you. So totally superfluous repetition.

    2. Skylight exists yes, but it’s achieved via indirect illumination and final gather. It works in a different way than global illumination. So take your own advice and read up what the difference is between final gather and GI. No, the sky is not an object lol, it’s an atmosphere made out of gas. And no, GI does not affect everything, for example it doesn’t affect the sun or the sky.

    3. I’m not gonna bother the mods because you are lazy, deal with it.

    4. You ignored the part where I proved you wrong. So yeah, hypocrite.

    5. Well I guess he would be better off using the depthhaze shader instead of the timecycle edits since he can’t seem to do it right and only add blue haze in the distance. Instead applying it all over the image in an overdone way.

    6. That’s a bad photo of Monica Pier. Here let me link to a proper picture:

    http*//previews.123rf*com/images/joannsnover/joannsnover1106/joannsnover110600295/9787866-Vergn-gungspark-auf-dem-Santa-Monica-Pier-mit-Strand-im-Hintergrund-Lizenzfreie-Bilder*jpg

    And here’s one from Wikipedia:

    https*//upload.wikimedia*org/wikipedia/commons/0/06/Santamonica*jpg

    Bottom line, his mod has badly tweaked colors and it doesn’t represent realism.

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