If you click on a link and make a purchase we may receive a small commission. Read our editorial policy.

"We were always going to bring GTA 5 to PC," says Rockstar

GTA 5 PC development started alongside the PS3 and Xbox 360 versions.

gta5_pc_pre_launch_6

GTA 5 arrives on PC this month, more than 18 months after its original release and five months after a new-gen console port.

That doesn't mean it was an afterthought, though; all indications suggest the PC version of GTA 5 may be the best one yet, with loads of features, fantastic graphics scalability, 4K support, and much more.

Speaking in an interview with PC Gamer, a group of Rockstar North staffers including director of technology Phil Hooker, director of engineering Klaas Schilstra and technical director Adam Fowler said the PC version has been in the works all this time.

"We were always going to bring GTA 5 to PC. We planned from day one for a PC build and we made technical decisions based off the fact that we would be doing a PC version of the game," Rockstar said.

"Using the shared architecture underpinning the new consoles to help ourselves ramp up into the PC version and push the game as far as we possibly could, knowing we would have the opportunity to make the game look and feel better than it ever has.”

"While we started development of the PC version quite early, we decided to focus the bulk of our attention on the PS3 and XB360 versions first in order to push that as far as we possibly could before turning our attention to the PS4 and Xbox One versions," the team continued.

"And then using the shared architecture underpinning the new consoles to help ourselves ramp up into the PC version and push the game as far as we possibly could, knowing we would have the opportunity to make the game look and feel better than it ever has."

Rockstar Toronto president Kevin Hoare said the publisher has changed how it develops PC games over the years; it no longer ports console builds to PC, but keeps the PC in mind when developing every version. As a side effect, this meant Rockstar had an easier time of it when developing the new-gen versions.

"We knew that we would eventually create a PC version so early development was done in parallel with the console versions," he said.

"In fact, some of the early preparations we made for PC, like 64 bit & DX11 support, paid off very handsomely when the PS4 and Xbox One architectures were announced.

"That early work made the process of transitioning to the new consoles a lot easier and allowed us to hit the ground running. The artists also prepared for PC by authoring their source art at PC-ready resolutions, even though we had to use massively reduced versions for the PS3 and XB360."

Hoare said he finds it "amazing" that Rockstar was able to take an already glorious looking last-gen game, develop fantastic new-gen versions, and then make it even better.

"We get to see that same game scale to 4K at 60fps, which is just beyond anything we have experienced as developers."

"Now we get to see that same game scale to 4K at 60fps, which is just beyond anything we have experienced as developers," he said.

"We have aimed to retain that ability to scale the performance for the PC game so players with different hardware platforms can benefit from that as well."

The full article has many more details of how the PC version was built and why it is so scrumptious.

Need exact times when GTA 5 will go live on PC? We have you covered.

Sign in and unlock a world of features

Get access to commenting, homepage personalisation, newsletters, and more!

In this article

Grand Theft Auto

PC

Grand Theft Auto IV

PS3, Xbox 360, PC

See 1 more

Grand Theft Auto Online

Video Game

Related topics
About the Author
Brenna Hillier avatar

Brenna Hillier

Contributor

Based in Australia and having come from a lengthy career in the Aussie games media, Brenna worked as VG247's remote Deputy Editor for several years, covering news and events from the other side of the planet to the rest of the team. After leaving VG247, Brenna retired from games media and crossed over to development, working as a writer on several video games.

Comments