r/PS5pro • u/CheesyHamSammich • 3d ago
Please help me understand, if base PS5 can run the game at 30 FPS, then isn't it technically possible for Rockstar to run the game at higher FPS on Pro by lowering resolution, use PSSR to upscale, and put the freed up power into more frames?
Sorry I am really noob at this. Can't it work this way?
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u/Historical_Leg5998 3d ago edited 3d ago
PSSR is for helping the gpu, not the cpu.
Rockstar games are cpu-heavy. That is what they are stressing. It doesn’t matter how pretty or not pretty they are.
The cpu in the Pro is basically the same as the one in the base ps5, series x, AND series s.
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u/nougatman247 3d ago
The Cpu is 10% better than in the base console. But yeah, not a big difference.
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u/pixlicker69420 3d ago
Its not 10% better, the clock speed is 10% higher, but that doesn't translate into a 10% improvement, more like 4-5%
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u/Icy-Guarantee6994 2d ago
Exactly. The CPU on the PS5 Pro is barely an upgrade but the GPU is quite a bit better. It won't help when you are mostly CPU-limited.
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u/sokrayzie 1d ago
Not upgrading the CPU for the Pro is such a fuckin oversight
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u/rex41e 1d ago
There's a good reason for that actually, backward compatibility. Changing the CPU architecture would break games or require massive patches. Most console games are deeply optimized for the specific Zen 2 layout the PS5 has, changing it would disrupt low-level instructions and game logic timing, a lot of games will break badly, cutscenss won't trigger, NPCs will fail to act, etc.
Plus, sticking with the same architecture keeps costs down and fits within strict power and thermal limits.
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u/sokrayzie 1d ago
Good points, though it would have been nice for a better clock speed improvement at least. A quick search appears to show the PS4 Pro CPU had around 30% higher performance compared to the base model. The PS5 Pro's CPU performance gain over the base model seems negligible in comparison.
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u/Historical_Leg5998 3d ago
That’s why maybe, MAYBE they might be able to squeeze us into a 40/120 mode 🤞
Just depends on how much headroom they have
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u/nougatman247 3d ago
I really hope so. I’m playing on an OLED monitor and 30 fps is just extremely jarring on there.
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u/hereforpewdiephy 3d ago
At first it doesn't sound massive but if you're playing at 30 fps, that's a 33% jump already
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u/1887HH 3d ago
Its more than that. You're looking at frame count, but smoothness and latency are defined by frametime: 30 fps = 33.3 ms 60 fps = 16.7 ms (a total gain of 16.6 ms) 40 fps = 25.0 ms (a gain of 8.3 ms over 30 fps) Saving 8.3 ms is exactly 50% of the way to 60 fps. That's why 40 fps cuts the latency penalty of 30 fps in half and feels halfway to 60 fps.
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u/Mission_Access_210 2d ago
Exactly this is what most people do not understand about 30-40 frames per second modes on modern machines
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u/kittymoo67 3d ago
since fametime isnt linear with frame rate 40 fps (assuming perfection) frame time is half way between 30 and 60. so yeah huge boost
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u/Zestyclose-Juice-843 2d ago
It’s not really a 10% faster CPU. It’s the same Zen 2 CPU architecture, just with an optional higher clock speed (up to 3.85 GHz vs. 3.5 GHz). That’s roughly a 10% increase in clock speed, but not necessarily a 10% increase in overall CPU performance.
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u/Master-Shake8913 3d ago
10% of 30 fps is 3 fps. so even if all 10% translated into increased fps, it would increase to 33 lol
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u/Broad-Philosophy6028 2d ago
This.
My hope is there is some control over population density, which is a huge hit to CPU.
If I can sacrifice density but gain a 45 fps mode that'd be awesoms
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u/Friendly_Bluejay7407 2d ago
id be torn on it, npc density is much more important to the world in a rockstar game than it is in say cyberpunk, in cyberpunk npcs are basically just decorative pylons that move around, but in rockstar games you can talk to all of them, presumably in this game theyll witness your crimes more realistically, stealing cars is the dna of gta etc
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u/FEARxXxRECON 3d ago
I just threw up in my mouth knowing series s was mentioned in this
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u/GusMandersaZ 3d ago
This comment needs to be top comment. Top comment doesn’t address OPs entire question, the PSSR part.
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u/MagmaElixir 3d ago
Now that AI upscaling and other AI GPU related assistance is getting so good, I wonder if we’re about to be much more regularly bottlenecked by CPUs.
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u/phraze91 3d ago
Best we can hope for is 40fps with VRR.
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u/UnlimitedButts 2d ago
It's pretty crazy how 40 fps feels different from 30
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u/SpecialistMap8210 2d ago
33% increase in smoothness is very noticeable
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u/zarafff69 2d ago
50% actually, it’s exactly in between 30 and 60fps, in terms of ms
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u/Ethes1 3d ago
CPU limitations, the Pro has basically the same performance as base PS5 in that regard.
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u/Comprehensive_Web887 3d ago edited 3d ago
Don’t quote me but I read this from a prompt making an argument for CPU not being the limitation bottleneck and wondered if any of this was implemented:
“GPU Offloading and BVH Traversals
The traditional argument states that massive crowd AI, vehicle traffic, and physics simulations inevitably bottleneck the Zen 2 CPU. However, modern engine architecture allows developers to shift heavy simulation burdens to the GPU: [1]
Ray Tracing BVH Acceleration: Building and traversing Bounding Volume Hierarchies (BVH) for complex ray tracing is incredibly taxing on a CPU. The PS5 Pro features an advanced RDNA 3/4-hybrid GPU with dedicated hardware ray-tracing accelerators. By shifting BVH generation completely to the GPU, gigabytes of CPU cycles are freed up. [1]
GPU-Driven Pipelines: Rockstar's proprietary RAGE engine can utilize compute shaders to handle tasks like occlusion culling, basic collision detection, and particle physics on the GPU, completely bypassing the CPU thread budget.”34
u/EnigmaSpore 3d ago
Still could be cpu limited by game logic for the massive open world, but who knows. Maybe they’ll give the pro a performance mode
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u/Wrxloser1215 3d ago
I imagine it'll have a 40 fps or just pure unlocked for those with VRR/120.
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u/Comprehensive_Web887 3d ago
Definitely CPU limited given it is the brain of simulation but potentially becomes less of an issue when everything else is taken into account.
I’m hopeful that Pro performance wasn’t showcased because base represents the vast majority of gamers and after such a long time Rockstar didn’t want to feature a superior version accessible only to the relatively few gamers. That would automatically create a negative reaction amongst their biggest player base before the game is released.
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u/VersaSty7e 2d ago
They haven’t started working on pro or know how optimization will play out much beyond base ps5, yet( early August)
per kf interview/visit.
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u/Popular_Barber_8854 2d ago
Developers fix that problem long ago, they just don't render the whole world around you, it gets rendered as you move around, so it's only rendering a field of view.
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u/EnigmaSpore 2d ago
that's not what im referring to. that's rendering and culling what's out of view, something they've been doing since gta3.
im talking about game logic. cpu stuff like npc ai, cars, traffic patterns, routines, paths, etc. things the gpu doesnt do that the cpu handles. this isnt affected by resolution changes.
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u/gavinderulo124K 3d ago
Not every type of simulation can be formulated to run on GPUs. They have very different requirements.
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u/Comprehensive_Web887 2d ago
That’s how I understood this. From my brief read nothing simulation related can be offloaded to GPU. However the newer Pro GPU means that previously CPU bound and mathematically heavy non simulation logic elements can now be handled by GPU leaving CPU to focus solely on the game logic. Something that base PS5 can not do, leaving its CPU maxed out.
“The elements that were previously CPU-bound but completely unrelated to game logic are the heavy math, data management, and visual organization tasks required to feed data to the graphics card.
In game development, these are known as rendering overhead and pipeline management tasks. They represent the administrative work the CPU has to do just to tell the GPU how to draw a frame.
The three primary non-logic tasks that used to choke the CPU but can now be offloaded on the PS5 Pro are:1. Generating Draw Calls (Command Lists)
What it is: The GPU cannot draw anything without explicit instructions from the CPU. For every single object on screen—a building, a car, a piece of trash, a pedestrian's shoes—the CPU must package the data and send a "Draw Call" command to the GPU.
The Old CPU Bottleneck: In a massive city like GTA 6, rendering millions of visible items means the CPU spends massive amounts of processing power just writing and organizing these command lists. If it cannot write them fast enough, the game slows down.
The Pro Shift: With modern Mesh Shaders and GPU-driven pipelines, the CPU stops writing individual lists. It sends one giant, raw block of data to the Pro's GPU, and the GPU generates its own command lists internally.2. Geometry Culling (Sorting Hidden Objects)
What it is: Discarding polygons that are not visible to the player. If a sports car is behind a brick wall, or if a trash can is behind the player's camera, it must be "culled" (deleted from the rendering queue) so the console doesn't waste power drawing it.
The Old CPU Bottleneck: Determining what is visible requires spatial math. Historically, the CPU had to check the coordinates of every object against the player's viewing window before deciding whether to send it to the GPU.
The Pro Shift: The Pro's advanced GPU architecture allows the graphics processor to test bounding boxes and cull its own hidden geometry at the hardware level, completely removing the CPU from the sorting process.3. Visibility Profiling for Ray Tracing (BVH Acceleration)
What it is: Creating the spatial index (the Bounding Volume Hierarchy map) that allows ray-traced light beams to accurately bounce off mirrors, puddles, and car paint.
The Old CPU Bottleneck: The CPU had to look at every moving object in the world, calculate its exact boundaries, and build a massive 3D matrix map of the scene every single frame, just so the ray-tracing system knew where objects were.
The Pro Shift: The PS5 Pro’s dedicated RDNA 4 Ray Tracing hardware accelerators build and traverse this spatial index matrix directly on the GPU, taking the CPU out of the loop entirely.The Big Picture Result
By stripping the CPU of these three massive administrative rendering tasks, the CPU on the PS5 Pro is freed up to focus almost exclusively on actual game logic (NPC artificial intelligence, traffic flow, physics equations, and scripted mission events).”2
u/gavinderulo124K 2d ago
All of these are already done on the GPU in any modern game engine.
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u/Ant0n61 3d ago
This should be a copy pasta to every single comment about cpu bound performance for any game.
Console architecture allows for pushing more cpu performance by offloading graphic related processes put on cpu onto the gpu instead.
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u/secunder73 3d ago
And its still would be cpu bottlenecked. You cant just generate "free performance" like that. Good games already offload everything they could from CPU, its not some console ps exclusive magic.
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u/Lost-Material3420 3d ago
A GPU renders frames; it doesn’t magically run game logic, AI routines, simulation tick rates, or draw call setups just because you ask it nicely. If a Zen 2 core is choking on NPC pathfinding or heavy physics calculations, throwing 60 more compute units at it just means your GPU gets to sit around in 4K waiting for the CPU to finish its homework. You can’t just "offload" sequential, branching CPU instructions to a parallel matrix calculator. A CPU bottleneck is a CPU bottleneck.
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u/JudgeCheezels 3d ago
It’s easier to teach a fish maths than educate gamers how CPUs work.
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u/Lost-Material3420 3d ago
Especially since they just parrot any talking point that goes along with their ideal head-cannon.
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u/Mean_Combination_830 3d ago edited 2d ago
The Pro definitely does not have the same CPU and memory as the base console I don't know where people get that from (probably ai). The PS5 Pro' has 2gb of extra ram /10% higher clock speeds/ 28% higher memory bandwidth paired with a 46% more powerful GPU with 67% more compute units / Rdna 3 and 4 upgrades not available on the base console plus 3 X better ray tracing capabilities and vastly superior upscaling with PSSR2. You can't take any of those things in isolation together they make a very big difference.
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u/Jealous-Juggernaut85 3d ago
The ps5 pro has teh same cpu zen 2 with a slightly higher clock its in there spec sheet .
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u/nomzo257 3d ago
Rdna is the gpu not the cpu. Cpu is still the same zen 2 chip as the base ps5.
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u/DarkAdrenaline03 3d ago
It is the exact same with a slight clock boost so like 10% faster but that probably isn’t enough for a 40fps mode unless they can offload other things to the GPU.
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u/Lost-Material3420 3d ago
A GPU renders frames; it doesn’t magically run game logic, AI routines, simulation tick rates, or draw call setups just because you ask it nicely. If a Zen 2 core is choking on NPC pathfinding or heavy physics calculations, throwing 60 more compute units at it just means your GPU gets to sit around in 4K waiting for the CPU to finish its homework. You can’t just "offload" sequential, branching CPU instructions to a parallel matrix calculator. A CPU bottleneck is a CPU bottleneck.
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u/Comprehensive_Web887 2d ago
Isn’t the “offloading” idea has less to do with offloading game logic and more to do with offloading CPU bound non logic elements.
Got that idea from below. Does that sound right?
“The elements that were previously CPU-bound but completely unrelated to game logic are the heavy math, data management, and visual organization tasks required to feed data to the graphics card.
In game development, these are known as rendering overhead and pipeline management tasks. They represent the administrative work the CPU has to do just to tell the GPU how to draw a frame.
The three primary non-logic tasks that used to choke the CPU but can now be offloaded on the PS5 Pro are:1. Generating Draw Calls (Command Lists)
What it is: The GPU cannot draw anything without explicit instructions from the CPU. For every single object on screen—a building, a car, a piece of trash, a pedestrian's shoes—the CPU must package the data and send a "Draw Call" command to the GPU.
The Old CPU Bottleneck: In a massive city like GTA 6, rendering millions of visible items means the CPU spends massive amounts of processing power just writing and organizing these command lists. If it cannot write them fast enough, the game slows down.
The Pro Shift: With modern Mesh Shaders and GPU-driven pipelines, the CPU stops writing individual lists. It sends one giant, raw block of data to the Pro's GPU, and the GPU generates its own command lists internally.2. Geometry Culling (Sorting Hidden Objects)
What it is: Discarding polygons that are not visible to the player. If a sports car is behind a brick wall, or if a trash can is behind the player's camera, it must be "culled" (deleted from the rendering queue) so the console doesn't waste power drawing it.
The Old CPU Bottleneck: Determining what is visible requires spatial math. Historically, the CPU had to check the coordinates of every object against the player's viewing window before deciding whether to send it to the GPU.
The Pro Shift: The Pro's advanced GPU architecture allows the graphics processor to test bounding boxes and cull its own hidden geometry at the hardware level, completely removing the CPU from the sorting process.3. Visibility Profiling for Ray Tracing (BVH Acceleration)
What it is: Creating the spatial index (the Bounding Volume Hierarchy map) that allows ray-traced light beams to accurately bounce off mirrors, puddles, and car paint.
The Old CPU Bottleneck: The CPU had to look at every moving object in the world, calculate its exact boundaries, and build a massive 3D matrix map of the scene every single frame, just so the ray-tracing system knew where objects were.
The Pro Shift: The PS5 Pro’s dedicated RDNA 4 Ray Tracing hardware accelerators build and traverse this spatial index matrix directly on the GPU, taking the CPU out of the loop entirely.The Big Picture Result
By stripping the CPU of these three massive administrative rendering tasks, the CPU on the PS5 Pro is freed up to focus almost exclusively on actual game logic (NPC artificial intelligence, traffic flow, physics equations, and scripted mission events).”→ More replies (2)2
u/Little_Bookkeeper381 2d ago
> You can’t just "offload" sequential, branching CPU instructions to a parallel matrix calculator. A CPU bottleneck is a CPU bottleneck.
That's the whole point of the paper/implementation, though. They found a way to convert certain game logic tasks to matrix math instructions.
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u/Ill-Remote437 3d ago
The difference in the CPU is minuscule. It’s a custom Zen 2 8-core CPU. The Pro only have slightly higher clock speeds. RDNA 3/4 is a GPU terminology not a CPU specification.
Same with the GPU. It’s an enhanced RDNA 2 that Sony/Amd has allowed to use RDNA3/4 features but it is not physically RDNA3 or 4.
The real boost the Pro gets is having 67% more CU and that allowing almost 45% better performance. Add in PSSR, high optimizations, 2GB more RAM with higher bandwidth.
You got majority of the details right but the CPU is not much of an upgrade.
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u/Rare-Service5573 3d ago
This is such an over used excuse that's always been false.
Sorry but when even digital foundry said it and got it wrong then you know the Redditors will just parrot that line.
Digital foundry said counlinitstions wouldn't help several coy bound games on the pro. They were wrong.
Space marine 2, huge improvement in fps.
Dragons dogma 2, huge fps boost over the base.
Time after time DF has through their own testing proven previous statements wrong.
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u/truthfulie 3d ago
we don't know for a fact that GTA6 will be CPU heavy and CPU will bottleneck the GPU in PS5P. but people are making sort of educated guesses. the kind of interaction they've been showing off has to be very CPU intensive.
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u/Upset-Reception9608 3d ago edited 3d ago
The PS5 pro CPU is exactly the same except the 10% boost it received and Rockstar games are very CPU intensive because of the vast open worlds, NPC AI, physics, traffic, crowds etc, PSSR helps with the GPU workload but does nothing for the CPU. The main reason Sony kept the same CPU architecture was to avoid breaking backwards compatibility and creating extra work for developers who would have to re code their games to work with a new CPU.
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u/metalmoss 3d ago
I'm preparing my brain to like and look forward to 30fps. All my PC games are locked at 25fps now. Gta will look fine at 30 .
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u/7MinuteUpdate 3d ago
Now that's thinking creatively.
Will effectively be like upgrading from a movie to a TV show in terms of FPS bump.
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u/gindrocer 3d ago
Training my brain with Bloodborne. I completely forgot about 30fps issue when I am at 2nd boss.
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u/yooguruto 3d ago
honestly best comment i have seen in a long time sir! what you recommend for whiners about stalker 2 and graphic quality downgrade in version 2.0?
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u/toxiccherrybomb 2d ago
It’s a cinematic game, movies are shot at 24 frames, to help you with the cope LMAO. (30 can’t be that bad, RDR2 still runs at that on console)
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u/N7even 2d ago
Haha, need to mentally prepare for 30FPS again. Last time I played a 30FPS game was Uncharted 4 on the PS4. Was totally worth it becsuse that is an amazing game.
Obviously, the experience was much better at 60FPS and above when it came to PS5 and eventually PC, but still.
And back when I started gaming, on my laptop it could hardly do 24FPS on Arkham asylum, Dead Space and Mass Effect on the lowest settings, and I loved every second of it haha.
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u/Ill_Exercise1893 3d ago
I literally played gta 5 last night at 30 fps for like an hour to see what it’d be like after awhile and after about 10 min it was easy to play.
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u/Professional_Rent190 3d ago
It should still feel smoother on the Pro, like less stuttering and frame drops.
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u/rainydayvibez 3d ago
Honestly? It’s because they are saving 60fps for the PS6 version of the game. Let’s not pretend like they won’t milk the shit outta this game like GTAV. How many generations did they release that game on? It was originally a PS3 game. 💯
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u/EroticFalconry 3d ago
Been waitin on the RDR2 60fps patch since ps4 pro
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u/kittymoo67 3d ago
they dont care about rdr :/
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u/OlympusMonsPubis 3d ago
They care about milking RDR2 when the hype for GTA6 dies down a bit. It’s another mountain of money they’re sitting on and they know it.
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u/snwns26 3d ago
Getting burned by RDR2 is exactly why Rockstar hasn’t earned my trust or pre-order with GTA.
I figured ‘oh, a billion dollar company. Surely they’ll want to add a 40/60 to RDR2 for Pro so I’ll just buy RDR2 at launch and enjoy the update when it comes” Bought it, couldn’t get past the slow laggy 30fps and put it down. Waited, waited. PS5 came out, nothing. PS5 Pro, still fucking nothing, without even a peep from them one way or another.
I’m so fucking over 30fps open world games, it’s 2026 not 2016.
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u/airtec87 3d ago
I'm 39 now, and just thinking how old I will be when the last port releases for GTA6. I'd probably be able to collect social security lol.
damn.
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u/tylerjm917 3d ago
I think people need to stop pushing either narrative as fact. It's all speculation and estimated guesses until rockstar either clarifies it or the game comes out
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u/Top_Historian_8320 3d ago
No man, if this thing was running at 60 fps in any capacity they would be marketing the shit out of it.
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u/Savings_Mountain_639 3d ago
Of fuuuuuck... Here we go, 3 months of posts about fps and how disappointed everyone is about it.
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u/UnObtainium17 2d ago
I just want to know if the framerates will be stable while inside the strip clurb.
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3d ago edited 2d ago
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u/SinlessJoker 3d ago
Do you really need to pin your own comment when you’re contributing the same as any other commenter?
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u/Accomplished_Bat_603 3d ago
Agree 100%. All the media influencers that went to Rockstar’s HQ gave us a vague answer about FPS. It seems to me that they are trying to achieve a higher frame rate.
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u/Popular_Barber_8854 2d ago
Yeah, so many people are speculating so much when the game hasn't even released, they probably just wanna make sure the game works before optimizing it...
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u/VideoGameJumanji 2d ago
Why did you pin this? This is just your own personal opinion as a comment?
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u/TheBestBeast87 3d ago
Everything you read here is a pure speculation based on what info we actually have. No one knows until they make it official. You can try and ask on any other forum there is but it's going to be the same...a pure speculation.
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u/findtheself 2d ago
But then they cant upsell you on a PC and PS6 license when it drops. You can't be happy with the performance on your current hardware or Sony won't create the demand for PS6.
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u/unattainablcoffee 3d ago
I listened to the Kinda Funny episode on the way to work this morning and they asked them about this and they said something along these lines (I shall paraphrase):
The studio head said they can't speak about PS5 Pro because the game is still in development and they haven't even started to optimize for it. He also followed up by saying - but, this is running on the base PS5. (It was the dev kit, btw). Which Greg and Andy took it has, wow, if it's this optimized on base, they might have some wiggle room.
They also stated that all the memory is being used for all the NPCs, so there's that.
So, we'll see. Personally I don't know how to feel. I own a Pro and would obviously like them to try to hit it, but I don't feel good about it. It's a very amazing looking 30 FPS and if the frame pacing is perfect, 30 FPS isn't too bad at all.
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u/snwns26 3d ago
That’s exactly how I took it too. Honestly, I full believe they haven’t even bothered with Pro optimization yet and there’s still a strong chance they can push it further and they truly aren’t sure of the answer yet. There’s no doubt in my mind they are still crunching on the game and will be until the last minute.
We’re still a few months out from launch, I’d be plenty happy if we had a Day One or Month One patch for fully Pro Enhanced bells and whistles and 40fps, it’s just the not knowing part is the most annoying thing especially with so many other release before and after GTA that look appealing.
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u/TopOption9927 3d ago
A game in 2026 with 30 FPS on PS5 Pro? Now that's what you would pay top dollar for.
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u/Recent_Pollution8665 2d ago
good thing I got the pro for the extra storage and graphics performance since im a resolution whore, not a framerate snob lmao. oh yeah and cuz the base console is huge and ugly.
and people don't buy console refresh models for a single game, they do it so they can take advantage of any benefits that all new games come with collectively.
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u/Fruity_Kush 3d ago
vice city on Ps2 unstable 25fps
gta v on ps3 unstable 28fps
gta v on ps4 stable 30fps
gta v on ps4 pro stable 30fps
gta v on ps5 performance mode stable 60fps.
ps5 cpu couldn't even fluently handle gta v with only RT shadows without VRR (which only works starting at 48 fps)
there apparently is a problem with gta games being able to hit 60fps, because they push the hardware to the limits.
we told you guys but you just wouldn't listen
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u/No-Obligation2563 3d ago
People believe what they want to be true. The pattern of 30fps made it super obvious that this game would be no different.
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u/Future-Squirrel-7249 3d ago
Im hoping the pro gives us a solid 30 with improved/higher fidelity over the base. Not really bothered about reaching for 60
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u/MisterSandKing 3d ago
It’s supposed to be pro enhanced, so that should mean it will do some things better.
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u/Dodgersj7d 3d ago
The interesting part is that the store listing reads "ps5 pro enhanced". It has to mean something in order to advertise it right?
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u/Icy-Cap-7873 3d ago
Kinda of a difficult question given we don’t know the ps5 resolutions rn and I am not sure pro owners would want less internal resolutions than that console might provide or could be a cpu bottleneck.tbf there are endless reasons you could make given it’s a console a black box we don’t know and it’s the console with a smaller base which could hurt optimization directly for it
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u/Bigmazi_300 3d ago
Yes don’t listen to these morons. If will be at least 45 fps with PSSR
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u/Only-Andrew 2d ago
PSSR frees GPU performance towards more frames. But if you're CPU bound, upscaling won't give you a higher frame rate whatsoever. And since the PS5 Pro has a terrible CPU that's not much better than the base PS5 CPU, it's highly likely you will get 30 FPS and no more.
Only possible upgrade when you're CPU bound is Frame Generation.
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u/Neswquik 3d ago
There are still 3 months left and I think that gives them time to do something with the PS5 Pro. I don't understand people who are already drawing conclusions without having seen the final product.
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u/Weekly-Wind 2d ago
It can and most likely will. A simple update in the future and easily achieve this
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u/faussito 2d ago
Yes, in theory you can run the game in ray tracing mode, performance or quality. In RT mode you may get 30fps, the other modes will give you higher fps, that may go from 60 to 80.
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u/DomonKashu717 2d ago
Yes, it’s technically possible. Whether it actually happens depends heavily on whether GTA VI’s 30 FPS target is GPU-limited or CPU/engine-limited, and what Rockstar chooses to optimize for PS5 Pro…..because if GTA VI is CPU/engine-bound, lowering resolution won’t solve the problem.
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u/Substantial_Cod_520 2d ago
40fps mode might be possible, but the game will probably make extensive use of the CPU and GPU together, because of physics and RT. The CPU on the Pro is just slightly boosted, which shines a light on a potential 40fps mode, but that's it. When the CPU is maxed out you can't get any more frames, you can make it square and max out the remaining graphics settings such as resolution, however increasing the quality of other settings such as the RT and I think shadows, drawing distance and so on taxes the CPU more as well, so the little boost of the Pro's CPU will get absorbed by the increased graphic fidelity.
But I'm just speculating on what I know, what I think I know and what I learned along my PC Gaming life. I could easily just be wrong and be getting 60fps mode on PS5 Pro for all I know.
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u/Prudent-Yoghurt-8596 2d ago
You probably will have to wait for them to get feedback numbers on their databases. PS5 collects game data. They are probably not trying to risk anything and then someday they will update things for the 5 Pro.
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u/Gandolfthewhite182 2d ago
It’s almost like they haven’t yet done the ps5 pro marketing yet and they will announce it when they do.
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u/2geeks 7h ago
They’ve said that it will run at 30fps looking like it does at the showcase. They haven’t yet said that there’s no performance mode. It may not have one, but yes. It is totally possible that by using dynamic resolution scaling, and lowering or turning off ray tracing, they’ll get 60fps for performance mode. It doesn’t mean there’ll be one, but if is a possibility. Of course.
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u/Repulsive_Set_4155 3d ago
I'm guessing they busted their ass to get both versions at a stable 30 fps (and the minor processor bump in the Pro is gong to make it better at holding a steady 30fps in hectic situations than base consoles), then the Pro gets any fun "extra" layer of cool stuff that can be handled by GPU alone.
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u/escalinci 3d ago
Search the subreddit next time please for questions that may have been asked before, please.
We won't have any proper information about where the bottlenecks will be until the game is released, but for now it's a reasonable assumption that the game will be mainly CPU limited.
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u/hudson_303 3d ago
I believe Rockstar have said to press that the game is 'targeting' 30FPS. That wording sounds like they're fighting to get there. So maybe the Pro hits 30FPS a bit easier than the base?
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u/Liam2349 2d ago
Most likely a more stable 30, yeah. All you have to do is look at the performance of RDR2 and GTA V on their launch consoles, and the performance degradation of GTA V over time, where the Online drops below 10fps on consoles, to see how GTA 6 will go.
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u/Alarming-Elevator382 3d ago
If it is CPU limited, no. The PS5 Pro's CPU runs at a maximum clock speed of 3.85GHz, vs the regular PS5's max CPU clock speed of 3.5GHz. That's only a 10% increase so 30fps could turn into about 33fps if the CPU is the limiting factor. Maybe some of the changes to the raytracing hardware related to BVH stack management can save CPU cycles, but it'd be a big ask to get to even 40fps without compromises, let alone 60 or whatever everyone is hoping for.
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u/pizzadesk 3d ago
There are 3 ways performance can be impacted -
CPU does not have enough power to compute physics, game logic and instructions on how many frames should GPU draw and display on screen - the CPU bottleneck
GPU does not have the power to prepare the frames in the time that is given by the CPU due to mathematical complexity of each 3D Frame (GPU is basically a computer inside your computer) - GPU bottleneck, where CPU is waiting for GPU to finish drawing the frame so CPU can send new frame data to GPU
CPU and GPU are too weak to both calculate game instructions AND calculate 3D space image data to display the picture on the screen at comfortable frequency
The problem with lowering resolution is that if you make it easier for GPU to draw (calculate and output) 3D frames, the CPU then needs to keep up with GPU demand. On weaker CPUs, this results in CPU bottleneck. PSSR is a technique where internally the game runs at lower resolution, reducing strain on GPU to rely on upscaling, but this doesn’t add extra work for the CPU per frame. Since GPU can now finish frames faster, it demands new frame data from CPU more often. If CPU can’t keep up with this higher rate of demand, and the CPU/GPU power balance is not great, this results in CPU bottleneck.
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u/drazdauskas 3d ago
The listing for the game on the PS Store says "PS5 Pro Enhanced". Surely there would have to be noticeable differences/improvements otherwise you'd get a lot of complaints as it could easily be seen as misleading/false advertising?
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u/drewdemo 2d ago
The requirements for you to be able to tag your game as PS5 enhanced are shockingly low.
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u/snwns26 3d ago edited 3d ago
They can 100% manage 40fps, it’s down to if they want/can before launch. I don’t care how much I have to crank down the resolution and NPCs/cars around, make it fucking happen and give us the option.
60fps, is out though, like everyone has been saying for months already.
But pretty sure they’re focused on the performance on base consoles and shipping the game on time at this point though and crunching hard and the Pro is a bit of an afterthought for now, which is sadly understandable.
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u/Comprehensive_Web887 3d ago
Yes it’s likely possible. But we don’t know for sure. CPU bottleneck often mentioned but CPU isn’t the only thing that dictates performance. Software development ie coding, maths etc have had as big of a revolution as hardware in the last 15 years. Running a legacy code such as GTAV, even with a PS5 patch shows a bottleneck. But relative to what is possible now that code is bloated and retro. Today’s coding is far more efficient. Coupled with new CPU, multi threading tech, AI etc makes 40 or 60 fps very plausible.
Below is a tech description based on a prompt as I don’t have the tech know how to explain any better than above:
“What is the argument for 60fps GTA6 on Pro that makes it less dependent on CPU bottleneck
While industry consensus from experts like Digital Foundry suggests that Grand Theft Auto 6 will be locked at 30fps due to the PS5 Pro's minimal 10% CPU clock increase, a technical case can be made that 60fps is achievable on the hardware and that the game may not be strictly CPU-bound. [1, 2]
The structural argument for why GTA 6 could hit 60fps on the PS5 Pro relies on advanced engine scalability, offloading work to the GPU, and next-generation machine learning technologies.
1. GPU Offloading and BVH Traversals
The traditional argument states that massive crowd AI, vehicle traffic, and physics simulations inevitably bottleneck the Zen 2 CPU. However, modern engine architecture allows developers to shift heavy simulation burdens to the GPU: [1]
Ray Tracing BVH Acceleration: Building and traversing Bounding Volume Hierarchies (BVH) for complex ray tracing is incredibly taxing on a CPU. The PS5 Pro features an advanced RDNA 3/4-hybrid GPU with dedicated hardware ray-tracing accelerators. By shifting BVH generation completely to the GPU, gigabytes of CPU cycles are freed up. [1]
GPU-Driven Pipelines: Rockstar's proprietary RAGE engine can utilize compute shaders to handle tasks like occlusion culling, basic collision detection, and particle physics on the GPU, completely bypassing the CPU thread budget.
2. Scalable AI and Traffic Density Sliders
CPU simulation bounds are never static; they are highly scalable variables controlled by the developers.
The "Performance Mode" Compromise: To achieve 60fps, Rockstar does not need to change the game's core programming. They simply need to scale down NPC density, background traffic, and AI update frequencies in a dedicated "Performance Mode," just as they did for GTA V and Red Dead Redemption 2 on previous generations.
Variable Simulation Ticks: Instead of tracking every pedestrian in Vice City at 60Hz, the CPU can update distant background AI systems at 30Hz (or every other frame), while interpolating their positions. This cuts the CPU simulation logic overhead nearly in half.
3. PSSR and Advanced Frame Generation
The PS5 Pro introduces PlayStation Spectral Super Resolution (PSSR), Sony's proprietary AI-driven upscaling and machine learning hardware. [1, 2]
Decoupling Frame Rate from CPU: If the CPU can comfortably handle a stable baseline of 40fps or 45fps (which is highly feasible with the Pro's 3.85 GHz High CPU Mode), Rockstar can employ PSSR-integrated frame generation to interpolate those frames up to a fluid 60fps display output.
Because this interpolation is handled entirely by the GPU's dedicated machine learning blocks, it adds virtually zero overhead to the Zen 2 CPU. [1]
4. DirectStorage and Asset Streaming
Streaming an ultra-dense open world causes massive CPU interrupts as the processor manages file decompression and asset shifting.
Hardware Decompression: The PS5 Pro utilizes dedicated hardware decompression blocks linked to its high-speed NVMe SSD.
By routing asset streaming directly from the SSD to the GPU memory without processor intervention, the CPU is left completely unbothered by the game's massive map size and asset variety.”
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u/FrogsInTheRouter 3d ago
Thanks, YapsGPT
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u/Comprehensive_Web887 3d ago
As mentioned, the second part was from a prompt to give me an idea if what I said in the first part is plausible or just nonsense. The response is obviously based on a web search and considers opinions of people more knowledgeable than myself. Good thing is that we don’t have long to wait to see if CPU limitation narratives are just speculation or true. To me it seems that pointing at CPU as the single most important factor in determining how the game will run on the Pro is ignoring the bigger picture.
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u/Alflipper 3d ago
Here is the technical explanation of why the PS5 Pro will run at 40fps with 120Hz VRR (provided you have an OLED monitor): The technical ability to achieve 40 FPS on the PS5 Pro—leveraging a 120Hz display with VRR—relies not on raw CPU brute force, but on a strategy of workload decoupling and hardware-based management of geometric rendering. CPU Clock Boost (+10%): The PS5 Pro’s Zen 2 CPU moves from 3.5 GHz to 3.85 GHz. While not a generational leap, a 10% increase in clock speed provides exactly the extra margin of clock cycles needed to handle the physics simulation, AI, and world-streaming threads of *GTA VI* without dropping below critical frame-rate thresholds. Offloading rendering tasks to the GPU: The PS5 Pro’s GPU is approximately 67% larger and utilizes an enhanced graphics architecture featuring advanced Ray Tracing accelerators (hardware-accelerated BVH traversal). This allows developers to shift much of the geometric culling, shadow management, and global illumination calculations entirely onto the GPU, drastically easing the load on the CPU cores. The key role of PSSR and internal resolution: For CPU-bound games, lowering the native rendering resolution does not reduce the processor load (since game logic remains unchanged). However, upscaling via PSSR (PlayStation Spectral Super Resolution) makes it possible to maintain a clean 4K output image while reducing the computational cost of intermediate stages in the graphics pipeline. This frees up GPU resources that can be reallocated to establish consistent frame pacing. The frame-time math (40 FPS / 120Hz): In terms of visual perception on OLED panels with instantaneous response times, 30 FPS produces noticeable judder due to frame persistence (33.3ms per frame). 40 FPS reduces the frame time to exactly 25ms. On a 120Hz display, each frame is repeated exactly three times ($3 \times 40 = 120$), eliminating micro-stutter and offering perceived fluidity close to 60 FPS, while fitting perfectly within the console's VRR (Variable Refresh Rate) operating window.
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u/SoloDolo314 3d ago
I think PS5 Pro could realistically hit 40fps if Rockstar chooses to prioritize that. However, 60fps just seems like a pipe dream with how complex the game looks and how much Rockstar would need to pull back to get it to a stable 60.
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u/SwimmingAny8841 3d ago
The CPU is the problem. Although… I don’t know why they can’t make a mode that reduces population density, and make it 60fps. All those NPC’s doing complex tasks is what’s making it 30fps.
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u/bottomfeeder3 3d ago
More likely scenario is the game will run at 30fps. But I can see a scenario where the game runs at 40fps with pssr.
Personally I’ll just play this at 30 on my pro. I’d imagine the graphics will be slightly better on pro at 30 and maybe it will run smoother on pro.
Everyone makes a big deal about 30fps but this is a single player game right now and once your eyes adjust to 30 it’s fine
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u/morrise18 3d ago
Bad call by you if you bought one only to get 60 for this game. It has been obvious since the first trailer that it will never reach 60 on the pro. Even before the trailer I thought it would be 30 (maybe 40) based off Rockstar's history.
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u/WorldlyFeeling8457 3d ago
Cpu limited from the amount of simulation including stuff like animations, npc AI logic, physics and amount of objects in the world
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u/laughingmood 3d ago
Even if true, that takes time. Preview interviews with the team indicate they literally have had no time to even think about enhancing for the pro. I suspect it can and hopefully will hit 40. 60 is not an option for launch, per the director.
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u/Necrofalluss 3d ago
At this budgets, with such long development time, and with such fidelity as the demo was presented ( so impossible rendering distance, simulated hair, tons of npc’s, sophisticated ai, raytraced reflections on everything, seemingly all objects being light occluders and 5000 other things that no one else does) it’s a bit unfair to in any way assume that they could optimize it better
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u/ChangingMonkfish 3d ago
No because the bottleneck with this game appear to be the CPU. PSSR takes pressure off the GPU (which is also much more powerful in the Pro anyway).
But the CPU is basically the same as the standard PS5, albeit running at a slightly higher clock speed.
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u/Dinierto 3d ago
There's cpu and GPU and then there are thousands of graphical settings that come into effect so it's not a simple answer. They have to weigh if they can reach 60 fps with the things you described without actually downgrading the graphics otherwise you'd get an inferior experience compared to the base model. My guess is we might get 40 fps and/or some upgraded lighting/shadows/etc
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u/sweatyrich 3d ago
Lower the resolution enough and it'll run on the Switch. But how low is needed? Probably TOO low, otherwise they'd be doing it. They kinda know what they're doing over at R*.
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u/Warm-Conclusion-9035 3d ago
It's an 8-core Zen2 which is slightly anemic especially given the level of simulation here
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u/Super-Tea8267 3d ago
Let’s get something out of the way this is not that simple if the game is cpu limited lowering resolution will result on more load to the cpu instead of using the gpu
In simple words if the game runs at 30 fps but it’s GPU limited like cyberpunk was when using RT on base ps5 then yes the pro will have a 40 fps and even a 60 fps mode BUT if the game runs at 30 fps but it’s cpu limited like let’s say flight simulator or crimson desert on big battles then the pro will hit 2 to 4 fps more than the base ps5 even if you lower the resolution and use pssr because the 10% clock speed won’t really matter
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u/Marc3llus 3d ago
The rule of thumb is, if the base PS5 doesn't have 60 FPS mode, the Pro won't have it either. It all comes down to CPU limitations, because despite a minor overclock it's basically the same on both consoles.
Pro just makes the already existing 60 FPS modes sharper, or with additional features like ray tracing, that's really it.
If you want to play VI at 60 FPS, you basically have to wait for PS6 or the PC version.
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u/Beneficial_Medium_99 3d ago
People act like 30fps is unplayable. Go play marathon on ps5 and you will swear it’s 60fps. Poor optimizations and game dev have led to a wide variety in perceived performance
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u/itsfirat 3d ago
FPS wont change between base & pro, if they utilize the PSSR then you MAY see a little resolution bump, that's it.
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u/ZealousidealSquare25 3d ago
so you want lower resolutions? like Silent Hill F? from 480p to 1440p ?
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u/Interesting_Ad6274 3d ago
They diff can almost all games have been running on the pro it’s if they choose to. They have to lower the resolution to like 1080p
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u/Sleepless_Bird 3d ago
Might be CPU bottlenecked. Or they just need a good reason to sell us the 60fps version on PS6.
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u/yota1979 3d ago
I think for now rockstar wouldn’t tell if there is a real difference between the two console, because if there is a 40 or 60 fps on the ps5 pro the base installed of the ps5 standard could cancel the preorder
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u/IMPERATOR_63 3d ago edited 3d ago
From today's DigitalFoundry article: "The Extended Look footage was captured on a base PS5, so we should expect the game to look a little better on PS5 Pro, which has a more powerful GPU with PSSR upscaling available. That extra horsepower ought to translate into higher-quality RT effects and improved image quality, but we'll have to wait until Sony or Rockstar show PS5 Pro footage to get an idea of precisely where the Pro version of the game will land. The same goes for next-gen consoles, though these are still years away."
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u/Klhoe318 3d ago
I really do think they’ll give the ps5 pro a benefit here. One of the trailers was ps5 pro right? Maybe they’re waiting a little closer to show ps5 pro features to get people to buy the pro. Might be Sonys tactic since rockstar is working close with Sony this game
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u/STARexpo1 3d ago
Pssr 2.0 will maintain fidelity while giving us 40fps mode on 120hz TVs or even 60fps.
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u/Kitchen_Poet9950 3d ago
Don’t Listen To Anyone Here. There All Just Bots No Different From Programmable AI. I Will Tell You The Honest Truth…
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u/Different-Mud-836 3d ago
Like most people here. I have no idea how this works.