KYTYPS5 / GAME COMPATIBILITY

Grand Theft Auto V (PlayStation®5)

PPSA03420 · 2 platform reports

Check the result for your operating system, then compare your build and game version with the test.

Windows

In game

Tested 28 Sept 2026
Read the Windows report

Linux

In game

Tested 24 Sept 2026
Read the Linux report

macOS

Not reported

No macOS test in this snapshot.

Imported from the project’s published compatibility database on . Report dates, builds and hardware remain those of the original community tests.

LINUX TEST

Grand Theft Auto V (PlayStation®5) on Linux

In game
Tested build
KytyPS5-2026-09-24-2aaf0c9
Test date
Tested title ID
PPSA04264
Game version
Not recorded
Test hardware
AMD Ryzen 5 5600 / AMD Radeon RX 9070 XT, Mesa 26.2.2 (RADV GFX1201), Vulkan 1.4.354 / 16GB DDR4 RAM / 16GB VRAM

Community report notes

Replaces #229 (@DistantMyth, as requested). It also collects the earlier GTA V reports, listed at the bottom.

The game has three graphics modes (Settings, Display, Graphics mode). Results on Linux, a few minutes of play per mode:

ModeResult
PerformanceStarts and is playable. Visuals look correct apart from the glyph problem below, audio is fine, but the game is pretty laggy.
Performance RTStarts and is playable, with visual glitches: characters are drawn as black silhouettes and lights shimmer. Audio is fine, and the game is pretty laggy.
FidelityStory mode does not load. Some dialog is audible until it crashes (details below).

Fidelity mode: story mode does not load. Every crashing run I did was in Fidelity mode. The maintainers said on #315 that Fidelity mode uses ray tracing, which is not supported (comment). The two builds fail differently:

Latest release (2026-09-24-2aaf0c9): the log shows the game reading the prologue audio (PROLOGUE.rpf), then the emulator exits with: TextureCache: invalid depth upload (textureCache.cpp:1081) That check rejects a depth image that is multisampled, has zero layers or a size that is not a multiple of its layer count, or whose format size does not match; the release message does not say which. I did not see the descriptor error below on this build. The full _kyty.txt is attached.

Official 2026-09-20 release (ba55ba5) and local builds:

  1. On the official 2026-09-20 release, starting story mode plays the intro dialog and the "Ludendorff, North Yankton, nine years ago" text on a black screen, then exits with:

shader resource tracking: hash=0x6a53456e7ef5d1b0 stage=compute pc=0x0000086c GetBufferResource dword 0 is not a valid runtime value Same class as #507 and #548 (their hash is 0x5e3e42fe237d3e16). With a diagnostic build I traced the descriptor's base address to Ballot -> CompositeExtractU32x4 -> ... -> ReadFirstLane -> ReadConstBuffer, i.e. a per-lane value that cannot be resolved on the CPU.

  1. With #690 (dynamic buffer descriptors) merged on top, that error is gone. The next failure was a missing DS opcode (0xa0, DS_WRITE_B8_D16_HI), now upstream through #794.
  2. After that, the run ends in a GPU hang: vkQueueSubmit failed: ErrorDeviceLost, kernel ring gfx_0.0.0 timeout, no page fault. RADV_DEBUG=hang,syncshaders pins it on a single compute dispatch: shader hash 0xa016c19e423c6efb (64-thread groups, 27x1x1 or 3x1x1). It reproduces with the GPU at stock clocks (I reset an undervolt and memory overclock to rule that out), and the shader's SPIR-V matches the emulator's. The kernel looks like tree/BVH traversal (atomics, wave-wide prefix sums, data-dependent loops), which fits a ray-tracing acceleration-structure path.
  3. In Performance mode neither of those two shaders is dispatched: on a local build with #690 and #794, a session of about 3 minutes ran 226,925 compute dispatches across 34 compute shaders with no errors or hangs. I did not capture a log for Performance RT.

Glyph problem (all modes). The game has a glyph problem: the controller-button icons in on-screen hints are drawn as plain boxes (the second screenshot, the first-person camera hint). It looks like the same class of problem as the missing letters reported in #166 and #729, and the boot-time text glyph loss PR #449 tried to fix.

Steps to reproduce

  1. Start the KytyPS5 launcher and add the folder that contains the game (PPSA04264) under the global settings' game folders. Select Grand Theft Auto V in the game list and run it.
  2. At the game's main menu, open Settings, Display, Graphics mode, and choose the mode to test: Fidelity, Performance RT or Performance.
  3. Start Story Mode.
  4. Result:
  • Performance and Performance RT reach the prologue and are playable (Performance RT with black characters and shimmering lights).
  • Fidelity exits during the story-mode load with the errors described in Result details.

To capture a log, set "Printf output" to File in the launcher's global settings before starting the game.

Expected behavior

  • Performance: Story mode loads and plays without heavy lag, and on-screen button icons render as icons (currently the game is pretty laggy and the icons are plain boxes).
  • Performance RT: characters and lighting render like in Performance mode (currently characters are black silhouettes and lights shimmer).
  • Fidelity: Story mode loads and reaches the prologue like the other modes. Ray tracing is not supported yet (see #315), so this may need that work first.

Extra notes

Settings used: 1280x720, Mailbox present mode, vblank 60, shader optimization Performance, shader validation on, GPU Auto, AMD CPU patch off, tessellation off. The game is pretty laggy at 1280x720 on this hardware; I did not measure frame rates.

Related issues and pull requests (GTA V):

  • Reports: #166 (closed, older story-mode crash), #229 (replaced by this issue), #507 (descriptor-tracking design, documents the same GTA V chain), #548 (same descriptor error, EUR release PPSA04263 v01.010.002), #729 (Windows/NVIDIA: missing text glyphs, prologue cutscene crash when frames drop)
  • Fixes for the Fidelity path or shared code: #690 (open, dynamic buffer descriptors, clears the descriptor error on the 2026-09-20 release), #794 (merged, DS_WRITE_B8_D16_HI), #795 (open, GPU tiler shaders: avoids a uvec4 specialization-constant select that RADV evaluates wrongly, found while testing this)

Earlier GTA V bring-up PRs (merged / open / closed)

  • Merged: #315 (Standard64KB colour-target arrays), #404 (V_PK_FMAC_F16 high half), #428 (fast clear from a read-modify-write dispatch), #436 (R32_SFLOAT packed colour clears), #437 (DualSense HIDAPI / light bar), #511 (refresh imports after dynamic module loads), #645 (Nix flake)
  • Open: #431 (border colours from the guest table), #532 (finalize bindings after every range-changing operation)
  • Closed without merging: #401 (HTile fast clears), #419, #422, #433, #435, #534 (streaming-time page-fault retries), #434 and #557 (save metadata / timestamps), #440 (DCC clears before sampled access), #449 (boot-time text glyph loss), #464 (vertex buffer size)

Not resolved by anything above: missing text glyphs (#166, #729), the streaming-time fault race, and the prologue cutscene crash (#729).

KytyPS5 issue #810 · Original community test.

WINDOWS TEST

Grand Theft Auto V (PlayStation®5) on Windows

In game
Tested build
KytyPS5-2026-09-30-bc193f5-Windows-x64
Test date
Tested title ID
PPSA04264
Game version
Not recorded
Test hardware
AMD Ryzen 7 5700 / NVIDIA GEForce RTX 4060 / 32GB RAM 8GB VRAM

Community report notes

The game launches, text is glitched, not rendering properly. I set to performance mode. Finally, in game!! Laggy but its actually working! I get in the car, start driving and for some reason my tires start going crazy. Feel like i recognize this glitch.. The tires are nearly detaching from the vehicle. But i can still drive, although i think the handling/feel is off as well. I'll play through more of the game tomorrow, but I assume basically the whole campaign could be played if you are sadistic enough? What a time to be alive

Steps to reproduce

  1. Open KytyPS5
  2. Launch the game.
  3. Go to settings > display, change mode to performance
  4. Start game and play

Expected behavior

Car tires don't usually jump around

Last working build / first broken build

In previous builds the game crashed a few seconds after first cutscene starts, only rendering a few laggy frames before crashing.

Extra notes

I am using a single GPU passthrough VM to run Windows. (Previous Kyty Linux version runs resulted in crash, so for the new version i decided to use Windows.) I reduced VM RAM to 28GB

KytyPS5 issue #888 · Original community test.

Compare another title.

Search all 264 games, or browse reports for your operating system.

Browse all games