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Retailer Blurb: GTA VI to include Quality and Performance mode on PS5/Series X

Alex from DF might kill himself.


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But seriously, hope he gets well soon. I miss my favorite pinata.
 
Most games that have been cpu bound this gen have been unreal engine 5 and those have been technical trainwrecks in other areas as well.
Nowhere in sight here, and rockstar has all the resources they need.
It'll be 60 and locked at that. Slight visual downgrade from the last trailer.
 
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I have a hard time believing 60fps will be doable on base PS5, but if they pull it off I'll buy. Otherwise waiting til PS6 to play this.
 
A performance mode on base consoles?
Again. If the Pro can do 60 fps, the Base can do it as well.

GPU-load (i.e. the difference between Base and Pro) was never the problem. Are people unaware of the fact that GTA6 lauches on Series S?

And so can the PS4... at 120p :pie_eyeroll:
No it can't (even if we ignore mass storage speed). Not if, as many assume, the game is CPU heavy (and it lacks the option to scale down on CPU load).
 
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Or does it?

You know their last game, RDR2 doesn't have any RT right?

Yes. But GTA 6 does and so does GTA 5. Doesn't matter what RDR2 did or didn't do. The trailers have selective RT reflections, and RTGI throughout, recorded on base PS5. DF did a decent analysis of it. Not entirely accurate (especially the part inside the car), but several good examples in there.



The question is if they have implemented a RT Off variant.

Possible that they turned it off for performance mode on base console, but I think it's unlikely. Pretty much every engine is getting to the point of pulling off 60 fps with RT on base consoles. Even UE5 is doing it now. It wouldn't be surprising at all that R* pulled it off too.

May be they turn it off for Series S alone.
 
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Rockstar has the budget to fake RT if they wanted to lol
Some of it can simply not be faked with realtime rendering. If people could fake it all, they would have done so a long time ago. Not just planar reflections on carefully staged vertical mirrors
 
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I have a hard time believing 60fps will be doable on base PS5, but if they pull it off I'll buy. Otherwise waiting til PS6 to play this.
Doesn't base PS5 have the same CPU as Pro?
Graphics wise no one doubts that you could have some version of the game that can run at 60FPS. What people are having a hard time imagining is that it won't be CPU bound with all the simulation, physics etc going on.
 
I remember when GTA 5 came out on PC there were a couple of areas in the game that tanked the frame rate with background stuff going on that seemed unnecessary. Maybe they can come up solutions to have lighter hub areas and such.
 
You don't think RT can be faked? Lol
lol indeed. If you can't tell the difference between non RT and RT, this is an impossible conversation to have. There is no such thing as Fake RT. You either ray trace, or you don't. Cubemaps are not RT. Planar reflections are not RT. SSR is not RT. SSGI or SVOGI is not RT.

And all of them have straightforward ways to tell by analyzing footage and understanding how they work and what their limitations are. You can fake anything in pre-rendered footage. You can fake it in bullshots or AI generated video. But you can't fake it without severe compromises in realtime 3D rendering in a playable game. You expect gta 6 to be a playable game right? Good luck faking it. It will be obvious to anyone with a basic understanding of RT within seconds.
 
You guys do realise this isn't good for the game right?

At most, I expect an unlocked FPS option like Crimson Desert, where only sparsely populated areas reach 60FPS.
We don't know anything yet.

You are basing one AAAA game's performance on another AAA game's performance using an entirely different engine and set of engineers.
 
No it can't (even if we ignore mass storage speed). Not if, as many assume, the game is CPU heavy (and it lacks the option to scale down on CPU load).
I thought it was obvious that I wasn't being literal. I was implying that 60fps on base PS5 would have to come with a very heavy hit to resolution.
 
lol indeed. If you can't tell the difference between non RT and RT, this is an impossible conversation to have. There is no such thing as Fake RT. You either ray trace, or you don't. Cubemaps are not RT. Planar reflections are not RT. SSR is not RT. SSGI or SVOGI is not RT.

And all of them have straightforward ways to tell by analyzing footage and understanding how they work and what their limitations are. You can fake anything in pre-rendered footage. You can fake it in bullshots or AI generated video. But you can't fake it without severe compromises in realtime 3D rendering in a playable game. You expect gta 6 to be a playable game right? Good luck faking it. It will be obvious to anyone with a basic understanding of RT within seconds.
I mean faking the look with precalculated lighting

 
60fps/4k and 30/4k with RT for base ps5. For Ps5 pro it might have a standard 4k/60 fps with RT and a balance mode of 40fps/4k with RT.
 
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