Digital Foundry Analysis: GTA VI on PS5 – A 60 FPS Objective Hard to Reach?

According to an analysis conducted by Digital Foundry, getting a 60 FPS mode in GTA VI on PlayStation 5, even the Pro version, could be more difficult than expected. The initial indiscretions on the “best” performance promise for PS5 had aroused hopes, but the analysis suggests that the game will confront with significant challenges related to the high complexity of the open world and the power of the CPU. The game, set in Vice City and Port Gellhorn, will present an incredibly detailed environment, with numerous NPCs, traffic, advanced physics and environmental simulations. These elements require considerable processing power, making it particularly difficult to achieve a constant 60 FPS frame rate. Digital Foundry has made comparisons with recent titles such as Dragon’s Dogma 2 and Baldur’s Gate 3, where crowded areas already test modern hardware. GTA VI seems to operate on an even wider scale, further amplifying the challenges for achieving 60 stable FPS. Despite this, Rockstar Games has provided several predefined graphic options, with the possibility of a "Quality" mode and a "Prestation" mode aimed at reaching the 60 FPS through the reduction of visual quality. However, Digital Foundry believes this is an unlikely prospect, based on the available information. At the moment, the game could turn stably at 30 or maybe at 40 FPS. It is interesting to note that Rockstar has traditionally given priority to superior graphics and advanced environmental details compared to higher frame rate when launching its games, as demonstrated by GTA 4 and GTA 5. The main challenge, according to Digital Foundry, is not as much graphics as the high CPU workload, especially considering the vast open world and its complex simulations. The PS5 Pro, while offering a more powerful GPU with ray tracing and PSSR upscaling support, has only a slight improvement in the CPU compared to the standard version. As a result, GPU power gains may not be enough to solve the CPU-related bottlenecks, making it difficult to achieve 60 FPS stable in GTA VI. VERDETTO: CRITICO La valutazione di Digital Foundry è sostanzialmente confermata dai primi dati. La premessa di Rockstar su “prestazioni migliori” per PS5, basata sulla sola potenza della GPU, sembra infondata. Paragonare GTA VI a Dragon’s Dogma 2 e Baldur's Gate 3, titoli già impegnativi per l’hardware attuale, suggerisce un problema intrinseco alla natura del gioco piuttosto che una semplice questione di ottimizzazione grafica. L’ambientazione gigantesca, il traffico incessante e le simulazioni fisiche complesse, come sottolineato dall'analisi, rappresentano un onere insormontabile per la CPU della PS5, anche con l'upgrade della Pro. La strategia predefinita di Rockstar – modalità Qualità/Prestazioni – sembra una soluzione di ripiego, più una limitazione imposta dal gioco stesso che una scelta deliberata per ottimizzare l’esperienza. Il fatto che si preveda un frame rate stabile solo a 30 o 40 FPS è un dato significativo e, a questo punto, piuttosto deludente rispetto alle aspettative generate dalla promozione del titolo. L'evidenza di questa situazione, confermata dal confronto con altri giochi che pesano sulla CPU, si allinea strettamente con le implicazioni dell’analisi di Digital Foundry.
Related articles
Comments (0)
No comments yet. Be the first.
