The full gameplay reveal of Grand Theft Auto 6 was accompanied by a range of press opportunities, but it's this article from Flow Games that caught our eye. According to the site, Rockstar's Rob Nelson has confirmed that the console versions of the game run at 30 frames per second - as seen in the Extended Look footage. The article also suggests that Nelson would need to consult with the tech team to find out if the game will have a 60 frames per second option at launch or beyond - and ultimately what follows can only be speculation or educated guesswork. Only Rockstar knows about the performance capabilities of its latest game.
That said, based on the quality of the presentation we saw in the Extended Look, we'd venture to suggest that higher frame-rates are a feature that becomes viable once PlayStation 6 and Project Helix arrive, because if there's any game that can seriously make the claim to have "tapped out" the current generation consoles, it's Grand Theft Auto 6 - which we've described as "perhaps the most impressive showcase we've seen in real-time rendering."
At launch, it will also be the most performant GTA series entry in the series' 3D history. Right up to the launch of Grand Theft Auto 5 on PlayStation 3 and Xbox 360, Rockstar has pushed fidelity ahead of performance. While the Extended Look is - unfortunately - only mastered as a 30 frames per second video, we did scan its entire 48,242 frame run-time and in the game content, there's a closer, tighter lock to 30fps than any of its predecessors (remasters and enhanced editions don't count).
What's curious about Rob Nelson's reported comments is the need to consult the tech team about a 60 frames per second option. To achieve the kind of fidelity we're seeing in the footage, the evidence strongly suggests that it is a 30fps game by design. The scale of the achievement here is such that performance targets would have had to have been set in stone early on in the game's development. Rockstar doesn't spare the horses on any part of current generation console architecture.
Based on pixel counts, rendering resolution is a native 2560x1440 or something very close to it - an ambitious target for consoles swiftly reaching their sixth birthday, but Rockstar ramps up the features on display to an astonishing degree: ray-traced reflections and global illumination (with perhaps a hint of selective RT shadows), alongside the most phenomenal hair rendering we've seen. Character detail and lighting is off the charts. World rendering looks remarkably free of noticeable level of detail "pop-in". The amount of rendered vehicles and NPCs is also notable. To achieve a 60fps mode means that all of these elements would need to be rendered in half the time.
Possible? Perhaps, with big cutbacks. But how much of Rockstar's vision for the game would be lost in doing so? Graphics are scalable and perhaps features could hit the chopping block. To what extent is ray tracing actually required? Does the game need to run at circa 1440p? The Xbox Series S version - which remains unseen at this point - may point to the ways in which the studio may feel comfortable in paring back visuals. But that's just half the battle.

The CPU side of the equation is crucial here as Rockstar's new playground doesn't just look pretty, it's running a highly sophisticated game world. The sheer number of vehicles and NPCs is reliant just as much on the consoles' Zen 2 CPU cores as it is on RDNA 2 graphics. Reports have spoken of unprecedented NPC "agency" - something only hinted at in the Extended Look. Add on physics calculations, streaming the open world at speed and maintaining the BVH structure for the ray tracing features and we should expect to see the CPU close to full capacity. A 60fps mode means that all of those same features would need to run at 2x speed.
So, where does that leave PS5 Pro, the most performant of the current gen consoles? Surely the extra horsepower should make a difference, right? Granted, the nature of Sony's enhanced console is that the graphics side of the equation is improved. PS5 games can run faster as a result, while the system's ray tracing hardware is also substantially better.
However, the CPU remains the same with a 3.85GHz clock speed vs the standard PS5's 3.5GHz. In our gaming tests in CPU-limited scenarios, we've seen an approximate seven percent improvement in performance. This is better for a more stable experience, but it is hardly transformative.
The next question concerns a potential 40fps mode - clearly more achievable than 60fps. Whether this is possible really depends on how much CPU overhead there is on the current game and the extent to which that extra Pro performance might make a difference. The Extended Look footage is solid enough to suggest that there is some overhead, but we're still looking at a 33.3ms target (30fps) shrinking down to 25ms (40fps). This is easier with graphics but far more challenging with the simulation and streaming tasks for the CPU.
Taken together, the Extended Look evidence points to a deliberate trade: Rockstar has chosen to spend its budget on simulation depth, extreme graphical fidelity and sheer world density, as opposed to chasing a highly challenging 60fps target. GTA 6 is a rare thing for this generation - a big-budget blockbuster that behaves like a truly "30fps-first" design. We're eager to see if the situation changes for launch or beyond, but technically, 30fps makes sense.
The Extended Look presentation already stands alone as a singular technological achievement for the generation - and we're not so sure it would be at this scale, with this fidelity, on this hardware if it had targeted 60fps instead. We'll be fascinated to see if events prove us wrong.

Comments 11
Article should just be “No.”
In all seriousness, this is some good detail.
Why Rockstar can’t just provide proper technical details at this point, as part of this reveal, along with team members for informed and authorised discussions and Q&As is beyond me. It feels a bit arrogant but that’s possibly my ‘dislike bias’ towards R/S bleeding through, I’ll admit.
We're (probably) not that far from the next generation of consoles. It's not unreasonable to assume Rockstar will release a 60fps version for PS6 and whatever Xbox Helix is called. Until then, a stable 30 on PS5 and the like is perfectly reasonable.
The PC port will likely arrive before then, and if native 60fps isn't offered for top-end rigs, modders will make it happen, I suspect.
I would be happy if they could push for a 40fps PS5 Pro mode; then I could implement VRR.
@DiSCOKiNGZ I mean if it's about CPU, and 60fps ain't possible, then only XSX has nearly the same CPU speed as PS5 Pro, but even graphically all platforms should be able to do 40fps. If rockstar could actually confirm the game would be shipped with 40fps on all platforms, then I would definitely buy this game. But I rather wait for Helix and play at 60fps than 30fps especially because no matter how good the graphics is in this game, it will be dragged down with 30fps especially on OLED TV.
I'll take a stable 30 over what we normally get on a gta's debut console, the others were great games but running well was not their forte on initial release.
@JJtheTexan A jump from 30 fps with PS5 to 60 fps with PS6 would require a CPU with double performance of a Ryzen 5 3600. For a console with a reasonable price (RAM and storage costs aside), that‘s not an easy task.
And we have a good example for that: GTA 5 was 30 fps on PS3 and 360 (or rather targeted it). But with PS4 and Xbox One, it remained 30 fps, and Rockstar opted for higher view distances etc.
Wouldn’t be surprised to see just an upgrade from 30 to 40 fps with the next generation!
@Max_the_German that's crazy! If you're correct, it's extremely unlikely 60fps is possible even on a much more powerful console that can be sold for $1,000 U.S. or less.
I think this is such a weird discussion in that we know so little about anything to make any of the inner workings to make educated comments. Sure, we know that there is a lot of Stuff On Screen at any one time that warrants the idea that a lot of CPU is required to keep track of said Stuff.
On the other hand, we don't actually know the inner workings of the newest RAGE engine to know how they handle things, and we have no idea how far along they are with optimization. One system that uses a lot of CPU time this week may have been beaten down to only use half as much CPU next week when the engineering crew have taken a crack at it. (And then of course, some things are already as fast as they can be and have hit their limit.)
Just look at something like 007 First Light which was barely hanging on to that 30 FPS line during their first showing and then by launch they were easily hitting 60. And yes, I'm aware it's not an open world game, has very different ambitions and so on and so forth and is not a perfect comparison, but I'm just saying that optimizing underlying systems can go a long way.
I'm also curious about the future PC version if the CPU is indeed a bottleneck for higher FPS. If a Ryzen 3700X (which has typically been the console-ish CPU to compare to for PC) is the baseline for 30 FPS it's going to be very interesting to see what is required to hit 60.
Also, on top of that, I'm very curious to see what the Series S runs like. While similar in CPU performance to the other consoles, it has markedly lower memory (which is much, much slower) along with much less GPU to play with.
Considering Rockstar’s preference for complex animation transitions over responsive controls. I do wonder whether there will be much of a benefit to the feel of the gameplay by running GTA 6 at 60fps.
When Alex compared the Xbox one X version of RDR2 running at 30fps, to the PC version running at 60fps, even though his measurements showed the expected improvements in latency from doubling the frame rate, RDR2 still had extremely high end to end latency at 60fps, with some animation transitions causing measurements of 355 to 417ms depending on whether you were playing in 1st or 3rd person. Going off Rockstar’s track record and looking at the quality of the animation on the playable characters in GTA 6, I have no reason to assume it will be any different this time around.
One things for sure, if GTA 6 does suffer from the same latency issues as RDR2 and the PC version supports it, you might want to stay away from using Frame Gen, unless of course, you are happy with going from tank control’s to the Titanic, a few iceberg hits on your way to mission failure.
Personally I would rather reduce or cut RT in favor of fps.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...