Grand Theft Auto 6 will run at only 30 FPS on consoles at launch, no performance mode promised — even the souped-up PS5 Pro might not get 60 FPS support

Grand Theft Auto 6 will run at only 30 FPS on consoles at launch, no performance mode promised — even the souped-up PS5 Pro might not get 60 FPS support

usertests Vicecrow said: The real problem of Ps5 Xbox etc is AMD Radeon. Nope: Digital Foundry expounded upon the 30 FPS limitation, theorizing that the high NPC density, dynamic weather, physics simulation, and advanced traffic AI will be too much for a console's CPU to handle. The GPU is not the bottleneck, because otherwise the PS5 Pro wouldn't have an issue pushing 60 FPS. Reply

timsSOFTWARE yngndrw said: Is this the real reason for the delay on the PC release? To make the console performance appear better – or less worse. Usually the reason for delaying the PC launch is piracy. There's some piracy on consoles, but a lot less than PC. A game as big as GTA6 will have a big target on its back for crackers, and I wouldn't be surprised if there's a cracked version released within hours of the binaries becoming available for PC. It's an inevitable thing they'll have to deal with when they launch on PC, but delaying it protects console sales during the initial release window. Reply

timsSOFTWARE usertests said: Nope: Digital Foundry expounded upon the 30 FPS limitation, theorizing that the high NPC density, dynamic weather, physics simulation, and advanced traffic AI will be too much for a console's CPU to handle. The GPU is not the bottleneck, because otherwise the PS5 Pro wouldn't have an issue pushing 60 FPS. That's a possibility, but it's not the only one. If they are framelocked at 30, it's also possible that the game was built for that framerate specifically and some things don't currently work properly/maintain the same feel at 60 – say, vehicle physics, etc. If that were the case, I expect they'd likely fix those issues before the PC launch – where 60+ FPS is expected – and maybe release a 60FPS patch for the Pro, if the GPU can handle it. Reply

Tanakoi usertests said: Nope:Digital Foundry expounded upon the 30 FPS limitation, theorizing that the high NPC density, dynamic weather, physics simulation, and advanced traffic AI will be too much for a console's CPU to handle. This seems to be a highly questionable guess. Traffic AI and NPC movement are very nearly O(1) on frame rate, and physics would only be O( n ) if they failed to decouple the physics engine from the rendering loop, which I highly doubt. Edit: it took only a brief search to confirm my suspicions: "…the Rockstar Advanced Game Engine (RAGE) uses a decoupled architecture where the physics and simulation loops are separated from the variable rendering framerate…" Reply

salgado18 timsSOFTWARE said: That's a possibility, but it's not the only one. If they are framelocked at 30, it's also possible that the game was built for that framerate specifically and some things don't currently work properly/maintain the same feel at 60 – say, vehicle physics, etc. If that were the case, I expect they'd likely fix those issues before the PC launch – where 60+ FPS is expected – and maybe release a 60FPS patch for the Pro, if the GPU can handle it. I don't think any game being made since the PS4 locks game loop to gameplay. It's so easy and more reliable to use timers, and alleviates a huge future problem that is to increase FPS. It's frame locked to 30 because it can't reach 60 consistently in current consoles. They probably target stability and content before optimization, because it's easier to work on after launch. Reply

TerryLaze Tanakoi said: This seems to be a highly questionable guess. Traffic AI and NPC movement are very nearly O(1) on frame rate, and physics would only be O( n ) if they failed to decouple the physics engine from the rendering loop, which I highly doubt. Edit: it took only a brief search to confirm my suspicions: "…the Rockstar Advanced Game Engine (RAGE) uses a decoupled architecture where the physics and simulation loops are separated from the variable rendering framerate…" You still only can use one core for traffic AI (otherwise you would have groups of "thing" (pedestrian,cars etc) moving without any relation to any other group. Same for any other of the simulation things. So whatever one core can handle is the FPS you can get, if it can handle around and above 30 but not consistently very close to 60 then they cut it to 30 for smoothness. Reply

Tanakoi TerryLaze said: You still only can use one core for traffic AI … So whatever one core can handle is the FPS you can get, if it can handle around and above 30 but not consistently very close to 60 then they cut it to 30 for smoothness. You fail to understand the point. Whatever that one core can handle is independent of frame rate . Your "advanced traffic AI" requires the same amount of horsepower to operate, regardless of whether the vehicles whose routes are being calculated are rendered 30 times a second, or 60 or 90. Collision detection isn't done on a per-frame basis, but per unit-time, or per unit-move delta. That's what is meant by a decoupled loop. Reply

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