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GTA 6 performance on PS5 Pro ?

GTA6 on Pro

  • LOL that CPU. 30 fps with a bit better raytracing

  • PSSR 2 or thier own upscaler. 30fps and way better Raytracing

  • PSSR 2 or thier own upscaler will enable a 60fps mode(that runs in the 50s most of the time)

  • Performance mode in the 40s and Xbox is best because of the 40 vs 48 fps vrr differance LOL

  • Wait for PC , Magnus , PS6


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Thinking a brand new Rockstar game will have a 60 fps option on consoles in the year 2026. Can you imagine being that guy. Could never be me.

My 9950x3D and 5090 custom watercooled setup will be patiently waiting for it whenever it decides to drop. They won't get a double dip out of me.
 
Theres no way to answer this without seeing the scope of the simulation they're going for.

The trailer has those shots that we presume are gameplay on transitions to gameplay (Jason walking into his house, Luica firing grenade launcher at vehicles, them riding the jetski, etc) but we really don't know what the interaction level will be like or how many NPCs will be able to be on screen at once while you cause all manner of havoc with explosives and vehicles. Are most objects simulated as real physics objects that fly everywhere when you interact with them?

I'd say the animations look like they're made for 30fps, its similar to TLOU or Uncharted, those games cutscenes look weird at higher framerates because they've animated things at a speed where if you "tween" the animations more it starts to look sped up and soap opera-y. Go and look at cutscenes videos of TLOU Remastered or any UC game and you'll see what I mean.
 
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I stick with 30-40fps prediction :)

They can enable 60fps mode, why not. But problems is - will they accept big ass differences in performance? Both Starfield and Crimson Desert have places that drop to 30-40fps range in performance mode on Zen 2 console CPU:

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So question is - will rockstar accept performance like that? If they do, game might ship with unlocked mode.
Neither of those games are anywhere near the simulated world and geometric detail that GTA 6 will have. We won't see 60 until PS6, Helix and PC whichever comes first. To answer your question, no they wouldn't be happy with performance drops like that.
 
Neither of those games are anywhere near the simulated world and geometric detail that GTA 6 will have. We won't see 60 until PS6, Helix and PC whichever comes first. To answer your question, no they wouldn't be happy with performance drops like that.
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This scene in particular makes me doubt it'll reach 60fps on consoles. So much physics going on, they even have dusty feet from the sand.
You just know the framerate will tank if you cause some chaos there, on a base PS5 anyway.
 
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This scene in particular makes me doubt it'll reach 60fps on consoles. So much physics going on, they even have dusty feet from the sand.
You just know the framerate will tank if you cause some chaos there, on a base PS5 anyway.
Personally i don't think the beach scenes will look like this, it's just a set up for a beach shot with many characters, in the final game there won't be such variety for such a scene. But thats just me, and we don't know for sure.
 
Rockstar are wizards and will be working closely with Sony. They ain't gonna be fucking around with this one and will squeeze all the juice they can imo. So yeah, best in class integration of pssr2, with 60fps and much better ray tracing would be my guess.
 
Rockstar are wizards and will be working closely with Sony. They ain't gonna be fucking around with this one and will squeeze all the juice they can imo. So yeah, best in class integration of pssr2, with 60fps and much better ray tracing would be my guess.

Yeah, with RDR2 - working close with Sony resulted in trash image quality on PS4 Pro vs. native 4k on One X.
 
I'm expecting a 40 fps performance mode on the Pro. Would be nice if they can get a 60 fps mode with good IQ. If they can do better than that, I'll be very impressed and grateful.
 
Based on DF analysis, the game runs at 1440P upscaled to 4K with RT GI and RT Reflection on BASE PS5.

Crimson Desert does exactly that, rendering at 1440P with 2 RTs on 30fps quality setting for base console.

So I'd expect something similar in other modes

1080P upscaled to 1440P with just the RT GI on base PS5 for 60fps performance

4K Native on PS5 PRO 30fps quality with more advanced RT,

and 1080P upscaled to 4K using PSSR2 with RT GI and RT Reflection on 60fps performance.
 
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Crimson Desert shows 30/40+/60+ is possible on an open world non cross-gen engine teaming with systems and abundance of wildlife/NPCs. All while looking stunning.

Wether R* does any of those modes remains to be seen.
 
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As every single other "GTA VI is 30fps" Thread, this too is going to be interesting to revisit in the future.

PS5 Pro will likely just have some of the Quality mode settings from base consoles along with perhaps better RT, PSSR and probably less drops from its 60fps target, in comparison with all other consoles in their own Performance modes.
 
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This scene in particular makes me doubt it'll reach 60fps on consoles. So much physics going on, they even have dusty feet from the sand.
You just know the framerate will tank if you cause some chaos there, on a base PS5 anyway.
If base PS5 tanks in complex scenes (regardless if this particular scene will make it to the game or not) then the Pro will most likely tank too.

I don't get the Pro=40 fps idea so many are hoping for. If the Pro can do 40 fps then the Base most likely can too.

Is there a single game out there where Pro offers higher frame rate than the Base? (fluctuations from target frame rate excluded)
 
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I feel like Rockstar won't do multiple graphic modes, they will have just one 30 fps mode for all platforms and adjust resolutions and settings accordingly. But the Pro version will be something like higher base resolution, PSSR, better textures/effects and ray tracing.
I just can't see them wanting their game to be trashed by an unfortunate 60 fps performance mode screenshot taken from one of the base consoles or the Series S. So by having just one 30 fps mode they will make sure all version look good.
 
Is there even a single PS5 game that doesnt have a performance mode? They may not all be a perfect 60fps and may have issues elsewhere but a company shipping a 30fps only game would be insanity.
 
Is there even a single PS5 game that doesnt have a performance mode? They may not all be a perfect 60fps and may have issues elsewhere but a company shipping a 30fps only game would be insanity.

Several games launched with only 30/40 modes. Many of them were patched later (months later) to have performance modes - like start field, watch dogs legion, plague tale 2, hell blade 2, etc.

I think Gotham knights is still 30fps (CPU limited), final fantasy xiv has unusable 60fps mode (at least on base consoles) and empire of ants is 30fps locked on base PS5 (at least it was at launch, pro version was 60).
 
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I think people are overestimating what the PS5 Pro can actually do for something like GTA VI.

The big thing everyone's missing is that GTA isn't really a GPU problem; it's a CPU problem. And the Pro doesn't meaningfully upgrade the CPU. It's basically the same one with a small bump.

GTA is constantly simulating a ton of stuff at once: NPC routines, traffic, physics, world state, all the background systems that keep the city feeling alive. That's the kind of workload that scales with CPU, not GPU. If the CPU can't handle 60fps, you're not getting 60fps no matter how strong the GPU is.

And Rockstar has always leaned into that. They prioritize density and realism over frame rate. Both GTA V (at launch) and Red Dead Redemption 2 were 30fps on consoles for that exact reason. GTA VI looks like it's pushing even harder in that direction, not pulling back.

Could they make a 60fps mode? Probably, but it would come with trade-offs: less NPC density, less traffic, reduced simulation, maybe cutbacks in lighting or world detail. At that point, you're kind of undermining what makes GTA feel like GTA in the first place.

Also worth noting: stuff like PSSR or upscaling doesn't help here. That's great for resolution and image quality, but it doesn't reduce CPU load. It won't suddenly double your frame rate in a CPU-bound game.

My guess is:
  • Base consoles: 30fps
  • PS5 Pro: same 30fps, just cleaner image / higher res, maybe a 40fps VRR mode if we're lucky
  • 60fps probably happens later on PC or next-gen
And honestly, that fits Rockstar's usual approach anyway. They push the hardware hard at 30fps first, then scale up later.

So yeah, I wouldn't go into this expecting a proper 60fps mode on PS5 Pro. Would love to be wrong, but all the technical signs point the other way.
 
I say 60fps. 1080 to 4K PSSR2 upscale.
I'll be disappointed in my Pro, which I got during "cheap" pricing when GTA was coming last year, if it does anything less.
 
I think people are overestimating what the PS5 Pro can actually do for something like GTA VI.

The big thing everyone's missing is that GTA isn't really a GPU problem; it's a CPU problem. And the Pro doesn't meaningfully upgrade the CPU. It's basically the same one with a small bump.

GTA is constantly simulating a ton of stuff at once: NPC routines, traffic, physics, world state, all the background systems that keep the city feeling alive. That's the kind of workload that scales with CPU, not GPU. If the CPU can't handle 60fps, you're not getting 60fps no matter how strong the GPU is.

And Rockstar has always leaned into that. They prioritize density and realism over frame rate. Both GTA V (at launch) and Red Dead Redemption 2 were 30fps on consoles for that exact reason. GTA VI looks like it's pushing even harder in that direction, not pulling back.

Could they make a 60fps mode? Probably, but it would come with trade-offs: less NPC density, less traffic, reduced simulation, maybe cutbacks in lighting or world detail. At that point, you're kind of undermining what makes GTA feel like GTA in the first place.

Also worth noting: stuff like PSSR or upscaling doesn't help here. That's great for resolution and image quality, but it doesn't reduce CPU load. It won't suddenly double your frame rate in a CPU-bound game.

My guess is:
  • Base consoles: 30fps
  • PS5 Pro: same 30fps, just cleaner image / higher res, maybe a 40fps VRR mode if we're lucky
  • 60fps probably happens later on PC or next-gen
And honestly, that fits Rockstar's usual approach anyway. They push the hardware hard at 30fps first, then scale up later.

So yeah, I wouldn't go into this expecting a proper 60fps mode on PS5 Pro. Would love to be wrong, but all the technical signs point the other way.

No doubt R* will have to cut back on some stuff. NPC presence, as you say, such as traffic and NPCs is what causes frame rate drops in other games. So the question really isn't whether PS5 Pro is capable. The question is whether R* is willing to offer that settings change.
 
No doubt R* will have to cut back on some stuff. NPC presence, as you say, such as traffic and NPCs is what causes frame rate drops in other games. So the question really isn't whether PS5 Pro is capable. The question is whether R* is willing to offer that settings change.
That's a fair way to frame it, but I think it's a little more complicated than just "flip the settings switch."

It's not like most games where you can just dial NPC density down and call it a day. In GTA, all those systems, pedestrians, traffic, AI routines, streaming, and physics are interconnected. They're not just visual fluff you can trim without side effects. If you start pulling on that thread, you're potentially affecting how the whole world behaves, not just how busy it looks.

So yeah, in theory, Rockstar could build a 60fps mode with reduced density. The real question is whether they can do that without breaking the illusion of a living city. That's kind of their whole thing.

Also, even if you cut NPCs and traffic, that doesn't automatically guarantee 60fps. The CPU is still dealing with:
World simulation systems running in the background
Physics
Mission scripting and AI logic
Streaming a massive open world

So you might end up in a situation where you've noticeably downgraded the world, and you're still not getting a locked 60. That's the worst case scenario from a design standpoint.

I think that's why Rockstar tends to avoid these kinds of modes. They don't usually ship "compromised" versions of their worlds on console; they pick a target, usually 30fps, and build everything around that.

So I'd tweak your point slightly. It's not just "are they willing to offer the setting," it's "can Rockstar offer a 60fps mode that keeps the world feeling just as alive and actually holds a stable 60fps."

If they can't hit both, history says they'll stick with 30 and preserve the simulation.
 
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