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Performance Analysis: Grand Theft Auto 5

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  • Performance Analysis: Grand Theft Auto 5

    UPDATE 18/11/14 4:30pm: We've completed work on an initial performance analysis of the PlayStation 4 version of Grand Theft Auto 5, which you can find embedded below. At first blush, we're looking at a very similar release to the Xbox One version - with only one really noticeable difference, the implementation of a lens flare effect that appears either absent or dialled back on Xbox One. Frame-rate is confirmed at 30fps, though the rare dropped frames seen on Xbox One are even less of an issue here. We're working through the game as quickly as we can and our journeys are taking us out of the city, so yes, we're definitely looking into stuff like this and will report back when we have more to share.
    Original story 18/11/14 8am: The 18th of November came a little early for Digital Foundry, allowing us to bring you this performance analysis of GTA 5 on Xbox One, along with some initial impressions about this brand new remaster. Living up to its word, Rockstar has indeed delivered a native 1080p release, and it adheres pretty closely to its target 30fps - a far cry from stuttering last-gen versions. The game's many enhancements are varied and worthwhile - however, our first impressions suggest an expertly crafted remaster with some lovely features, as opposed to a top to bottom revamp designed to exploit the capabilities of the new consoles.
    We started our Xbox One playthrough directly after re-familiarising ourselves with the game via a couple of hours of PlayStation 3 gameplay, and the sense we get from the new title is that it's a brighter, crisper reworking of the original that eliminates the vast majority of the original release's technical shortcomings. The Xbox One version's consistent update is a radical departure from the lacklustre performance of its last-gen siblings - gameplay is mostly locked at 30fps with just minor fluctuations beneath its target. Curiously, despite a consistent update, judder can manifest a little during gameplay - a curious effect. We'll need to look into this a little more, but we can rule out frame-pacing as an issue, as the straight-line frame-time graphs in the video below demonstrate.
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