Grand Theft Auto: Vice City – The Definitive Edition
Grand Theft Auto: Vice City – The Definitive Edition · PPSA03530 on AnyPS5. Windows: Startup (Patch status unknown) / Menu (Patch status unknown) / Gameplay (Locally modified); Linux: No reviewed report. Check the PS5 edition, build, patches and original evidence before testing.
PS5 title ID PPSA03530. Match this ID to your edition, then compare the content version, operating system, build and patches in each report. A matching ID alone does not establish compatibility.
Results by platform
An editorial selection of scoped reports, not a guarantee for the latest build. Read the evidence before choosing your setup.
Windows
Reviewed
Startup
With missing PlayGo chunks reported absent, one manually stopped run lasts over three minutes without OOM. Vulkan starts, but no scene, controls or FPS are documented here. Exact main-era build is unpinned; earlier private arena experiments are separate.
AnyPS5 buildmain-era build, exact commit and local-change set not restated; PLAYGO absent
A separate v1.113 dump reaches loading, then seven queue-0x20 waits precede the 120s RenderThread watchdog around 600s. DRAIN_ALL adds 716s without those timeouts and shows a loading cinematic with audio below 1 FPS. This costly diagnostic is not a correctness fix or proven gameplay.
AnyPS5 buildmain built 2026-10-24, exact SHA not stated; paired diagnostic APS5_DRAIN_ALL=1; PLAYGO absent
Same Resume save, inputs and runtime: baseline relinker crashes before play; trailing-branch red-zone fork reaches gameplay and exits0 after≈32min. Deep tracing yields one present/31.9s in the final interval, unusably slow. One A/B only; raw traces later deleted. Same PlayGo absent both sides, installed/OOM not retested.
AnyPS5 buildrelinker main 7a25f87620a9 vs fork 060a8a5db78f; runtime 0119103fa9ed; --windows --registry --frame-red-zone
No reviewed run report for this platform. The result remains unknown.
About the game
Tommy Vercetti’s neon-lit city belongs to the remastered trilogy. Here, PlayGo and queue-wait experiments remain distinct from demonstrated open-world play.
Which edition does this cover?
The run identifies PPSA03530. Match content version, executable, host and patches per report; promotional artwork does not identify tested extras.
This review covers the upstream documentation, public issues, pull requests and discussions, alongside publisher information. It is a source review, not a game test by this site. A missing report does not establish incompatibility.
Sources checked ·
What the sources establish
Same Resume save, inputs and runtime: baseline relinker crashes before play; trailing-branch red-zone fork reaches gameplay and exits0 after≈32min. Deep tracing yields one present/31.9s in the final interval, unusably slow. One A/B only; raw traces later deleted. Same PlayGo absent both sides, installed/OOM not retested.
What a new test needs to establish
Repeat the exact package, build, patch set and scene; verify controls, audio, save reload and a longer session separately. Record the actual test date and keep unknown fields unknown.
With missing PlayGo chunks reported absent, one manually stopped run lasts over three minutes without OOM. Vulkan starts, but no scene, controls or FPS are documented here. Exact main-era build is unpinned; earlier private arena experiments are separate.
AnyPS5 build
main-era build, exact commit and local-change set not restated; PLAYGO absent
Platform
Windows 11
Game version
Not specified
CPU
Not specified
GPU
NVIDIA GeForce RTX 3070
Driver
617.42
Test date
Not specified
Performance observations
The source does not provide an FPS measurement tied to specific hardware.
Scope of this result
With missing PlayGo chunks reported absent, one manually stopped run lasts over three minutes without OOM. Vulkan starts, but no scene, controls or FPS are documented here. Exact main-era build is unpinned; earlier private arena experiments are separate.
Results come from the original reports; this site has not reproduced the tests. The stage shown is the furthest point reported, not a guarantee of stable play. Locally modified results may rely on forks, patches or changes to game files.
A separate v1.113 dump reaches loading, then seven queue-0x20 waits precede the 120s RenderThread watchdog around 600s. DRAIN_ALL adds 716s without those timeouts and shows a loading cinematic with audio below 1 FPS. This costly diagnostic is not a correctness fix or proven gameplay.
AnyPS5 build
main built 2026-10-24, exact SHA not stated; paired diagnostic APS5_DRAIN_ALL=1; PLAYGO absent
Platform
Windows 11 Pro 26200
Game version
1.113 (as reported)
CPU
Not specified
GPU
NVIDIA GeForce RTX 3070
Driver
617.42 · Release
Test date
Not specified
Performance observations
The source does not provide an FPS measurement tied to specific hardware.
Scope of this result
A separate v1.113 dump reaches loading, then seven queue-0x20 waits precede the 120s RenderThread watchdog around 600s. DRAIN_ALL adds 716s without those timeouts and shows a loading cinematic with audio below 1 FPS. This costly diagnostic is not a correctness fix or proven gameplay.
Results come from the original reports; this site has not reproduced the tests. The stage shown is the furthest point reported, not a guarantee of stable play. Locally modified results may rely on forks, patches or changes to game files.
Same Resume save, inputs and runtime: baseline relinker crashes before play; trailing-branch red-zone fork reaches gameplay and exits0 after≈32min. Deep tracing yields one present/31.9s in the final interval, unusably slow. One A/B only; raw traces later deleted. Same PlayGo absent both sides, installed/OOM not retested.
AnyPS5 build
relinker main 7a25f87620a9 vs fork 060a8a5db78f; runtime 0119103fa9ed; --windows --registry --frame-red-zone
Platform
Windows26300 ·3840×2160 · deep tracing
Game version
Not specified
CPU
Intel Core i5-14600K
GPU
NVIDIA GeForce RTX 5070
Driver
617.42
Test date
Oct 26, 2026
Performance observations
The source does not provide an FPS measurement tied to specific hardware.
Scope of this result
Same Resume save, inputs and runtime: baseline relinker crashes before play; trailing-branch red-zone fork reaches gameplay and exits0 after≈32min. Deep tracing yields one present/31.9s in the final interval, unusably slow. One A/B only; raw traces later deleted. Same PlayGo absent both sides, installed/OOM not retested.
Results come from the original reports; this site has not reproduced the tests. The stage shown is the furthest point reported, not a guarantee of stable play. Locally modified results may rely on forks, patches or changes to game files.
Grand Theft Auto: Vice City – The Definitive Edition
Title ID
PPSA03530
Edition / region
PS5 · PPSA03530
Content versions in reports
Not specified · 1.113 (as reported)
These versions belong to individual reports, not every edition of the game. An unknown version remains unknown; demos, expansions and other PPSA editions need their own evidence.
Screenshots and video
Official game images
Promotional images from the publisher’s game page. These are not screenshots of the game running in AnyPS5. Images are hosted on this site; rights remain with their owners.
Record the PS5 title ID, game version, AnyPS5 commit and operating system. Note any local changes, then test startup, menus, gameplay, audio and saves separately. Attach the first relevant error and a short capture of the same build.