TL;DR
The FPS calculator estimates GTA 6 performance from a per-GPU and per-CPU score anchored to RTX 4090 / 7950X3D = 100. Scores are regressed from public RDR2 and Cyberpunk 2077 benchmarks, adjusted for resolution (pixel-count scaling), preset (RAGE-engine LOD/RT cost), upscaler and frame-gen multipliers, and a VRAM shortfall penalty. Confidence band is ±15% until PC launch drivers ship.
The model in one screen
- Base score. Every GPU and CPU has a performance score anchored to RTX 4090 (GPU 100) and 7950X3D / i9-14900K (CPU 100), regressed from public benchmarks in comparable engines.
- Resolution scaling. GPU-bound FPS scales roughly with pixel count. We ship measured pixel-scaling coefficients rather than the naïve 1/(pixels ratio), because engines flatten a bit at 4K.
- Preset cost. Low → Ultra applies a preset cost curve derived from RDR2's medium / high / ultra ratio and Cyberpunk 2077's RT preset delta.
- CPU cap. The CPU sets a hard ceiling on FPS. If the GPU-bound number would exceed that ceiling, the tool reports CPU-bound and clamps to the cap.
- Upscaler & frame gen. Multipliers are from published DLSS / FSR / XeSS whitepapers cross-checked with Digital Foundry side-by-sides. Frame gen is applied last and only affects the average — never the 1% low.
- VRAM penalty. If needed VRAM at this resolution + preset + upscaler exceeds the card's memory, we apply a 25% average / 50% 1%-low penalty and flag "VRAM-bound".
How we calibrate against real benchmarks
The model is regressed to hit within ±10% of published RDR2 launch-driver figures at 1080p / 1440p / 4K on the High preset for the RTX 3060, 3070, 3080, 4070, 4080 and 4090. We use those calibration points because RDR2 is Rockstar's own most recent open-world PC release on the RAGE engine — the same engine base as GTA 6. Cyberpunk 2077 (path traced off) provides a secondary anchor for heavy-CPU open-world workloads.
Every score refresh runs the same regression, and the residuals are checked before the update is shipped.
What the model does not do
- It does not predict launch-day driver bugs, day-one shader stutter, or streaming hitches from slow storage. Those are real, common, and specific to the release.
- It does not model per-scene variance. The reported number is an "average of the average" across a typical gameplay mix.
- It does not estimate ray tracing beyond a coarse "RT on / off" flag until Rockstar publishes the RT feature set.