
Game
GTA VI
Rockstar Games' long-awaited return to Vice City, ahead of GTA VII.
News
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GTA VI at 60fps on PS5 and Xbox? Digital Foundry says it is extremely unlikely
Resolution can be lowered. Reflections can be simplified. Shadows can be reduced. Asking an entire city to think twice as fast is a much less convenient optimization. That is the core of Digital Foundry's GTA VI performance analysis: Rockstar may be spending enough CPU time on crowds, traffic, physics and open-world systems to make 60fps extremely unlikely on current console hardware.
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Digital Foundry calls GTA VI one of the most extraordinary real-time visual achievements it has ever seen
Digital Foundry analyzes visually ambitious games for a living, so extravagant praise is more useful when it is rare. GTA VI's Extended Look produced exactly that reaction. After breaking down the 26-minute presentation, Rich Leadbetter and Oliver Mackenzie describe it as one of the most extraordinary visual accomplishments they have seen in real-time game graphics.
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GTA VI isn't ray tracing everything, and Digital Foundry thinks that's exactly the point
Ray tracing has become common enough that it can sound like a binary specification: supported or not supported. Digital Foundry's GTA VI analysis describes something much more useful. Rockstar appears to mix RT global illumination and RT reflections with conventional shadow maps, choosing different tools for different parts of the same frame rather than paying the cost of ray tracing everything.
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GTA VI's real technical luxury may be its crowds, not its ray tracing
A ray-traced reflection is easy to circle in a screenshot. A hundred pedestrians moving through traffic, dressing differently, reacting to the player and occupying a city without looking like clones are much harder to reduce to one visual feature. Digital Foundry's latest GTA VI analysis treats that invisible workload as one of Vice City's most important technical achievements.
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GTA VI probably isn't rendering at native 4K on PS5, and that may be Rockstar's smartest compromise
Rockstar uploaded GTA VI's Extended Look in 4K. That does not mean the PlayStation 5 is calculating 8.3 million unique native pixels for every frame. Digital Foundry instead sees evidence of an internal resolution around 1440p, and once Vice City's lighting, crowds, traffic and detail are taken into account, native 4K starts looking like one of the least useful places to spend the console's remaining budget.
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GTA VI could make 60fps on PC a CPU problem before the graphics card even enters the argument
The obvious PC assumption goes like this: if a base PS5 runs GTA VI at 30fps, throw enough GPU at the game and 60fps follows. Digital Foundry's latest analysis suggests Rockstar may have built a much less convenient workload. Vice City's crowds, traffic, physics and reactive systems could make the CPU the wall, and a faster graphics card cannot simply render its way around that.
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Rockstar showed GTA VI on a regular PS5, but its actual technical specification is still missing
Rockstar could have demonstrated GTA VI on the most comfortable hardware available. Instead, its longest presentation yet comes with a remarkably useful label: the footage was captured entirely in-game on PlayStation 5, with no PS5 Pro designation attached. That tells us something meaningful about the console target. It does not tell us every number people are already trying to extract from it.
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GTA VI is PS5 Pro Enhanced, but that badge still does not tell us its frame rate
There is now an official PS5 Pro label attached to GTA VI. There are still no official numbers attached to it.