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Grand Theft Auto V (PPSA04264) #1203
MichonGoddijn231849
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Game bring-up
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Update 2026-10-08: Performance mode in the prologue bank is now around 27-28 fps (23.5 before, same build with the new changes switched off). The changes are on by default on the |
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Do you know what stage the game has reached on the current main branch? |
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Tested
sce_module.Status
On the
gta-v/testingbranch (based onmainfrom before #639): in game on Windows. "Resume Story" starts the North Yankton prologue, which plays with rendering, reflections, music, speech, sound effects and the HUD working.On current
main(d70b899, 2026-10-09): stops at boot. With the open pull requests under "Needed on current main" below it presents its first frames (the start screens), then stops on a T# read from a material table (bindless image tables, #1184). Getting it in game onmainis what I am working on now.gta-v/testing)Only tested in the prologue, in the bank. The frame rate drops a bit depending on where you are and where you look.
Story Mode is an add-on entitlement. Listing
GTAVSTORYMODE001inanyps5-entitlements.ini(#153) enables "Resume Story".Needed on current main
Since #639,
mainneeds these open pull requests to get this far, in the order of the stops they fix:fix-shader-sampled-heap-capacity)How to run it
The
gta-v/testingbranch is the pull requests in the "Pull requests" section below merged together, plus the 2026-10-08 Performance work that is not split into pull requests yet. It is a testing branch, not for merging: each change is, or will be, its own pull request. The first launch compiles the shader cache and can sit on a black screen for a few minutes before the first frame.Performance
Performance mode is CPU-bound, not GPU-bound. During gameplay the GPU is about 48% busy and the CPU about 25% (3 busy threads). A frame has about 1,800 draws, and one thread records them into Vulkan command buffers at about 23 µs each, which caps the frame rate. Going from 11 to around 20-23 fps came from pipelining that recording behind the packet decoding and making each draw cheaper. On 2026-10-08 a further set of draw-path changes took the bank from 23.5 to 27.8 fps (measured with the same build, switches off and on): finished draws freed by the decoding thread, fewer and batched GPU submits on a submit thread, render-target checks and draw keys reused while nothing changed, and wider write-watch reads. They are on by default on the testing branch and reach the pull requests separately. Next: moving more of the per-draw work off the recording thread; compute dispatches that no longer drain the pipeline are in #1747 (no change in GTA V, which has few dispatches between draws).
Open issues
Pull requests
Every change on the testing branch that the title needs is in one of these. Stacked pull requests say so with "Depends on".
Rendering:
Shaders:
Memory:
Performance (11 to 23 fps):
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