Take-Two forces end to homebrew GTA V Switch port project

Take-Two forces end to homebrew GTA V Switch port project

The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action against its creator(s).

The homebrew project which used the leaked source code of GTA V was still in early stages, but was making good progress; running natively on Switch. With performance at around 10–25 frames per second on standard hardware and up to 30 fps on overclocked units.

The project's lead developer, known as M0jso, announced on September 28 that the group would stop work by October 3rd. He said he was "thankful for Take-Two's mercy" and admitted the team would had zero chance of winning in court.

It's unclear why there was never any official Switch version, since the console is roughly on par with the PS3 and Xbox 360, where GTA V first released. Was it a business decision, a technical one or simply not a fit for the usual Nintendo audience? What do you think?

Also is this the true end of a fully playable GTA V experience on the Switch or do you think others will now step up to tackle the unfinished project?

:arrow: Source
 
This is how I always feel when I hear about takedowns.

Is it just an instant gratification problem? Like they have to be public about the project because it’s too dissatisfying to work on it in solitary silence? You want the attention and the positive support and excitement? I can empathize with that, but the consequences are obviously a takedown which kills the whole project altogether.
The authors were clearly reckless and didn't seem very involved in the community outside of their own circles. I'm convinced that they tried to 1-up the guys from last year who also worked on a Switch port based on the same leaked source code, but not learning anything from it (yet somehow ending up much luckier).

It's shocking how big porting talent (or big token addiction, we'll never know) meets room temperature IQ for releasing legally ambiguous material like this.
 
A port of GTA6 is more likely. GTA5 is so 2014. And yes, the Switch is quite capable of running GTA 6 just as the Xbox Series S is. It will eventually happen, no matter what the dweebs of Digital Foundry said at the Switch 2's launch.
No shot, it runs at only 30 FPS on PS5 Pro. Switch 2 potentially running it at the lowest settings and RT off at 10 FPS is one thing, but that's not gonna be acceptable for T2 or Rockstar. OTOH it would take minimal effort to get GTA5 running on Switch 2 at close to 60 FPS, so that makes sense.
 
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This is how I always feel when I hear about takedowns.

Is it just an instant gratification problem? Like they have to be public about the project because it’s too dissatisfying to work on it in solitary silence? You want the attention and the positive support and excitement? I can empathize with that, but the consequences are obviously a takedown which kills the whole project altogether.
I do wonder about that as well.
If it were an indie game to get some funding through donations just fer some support or help I can understand...
but c'mon. So many projects got taken down because of what you said. Just announce n release it the same day, no?
 
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It's unclear why there was never any official Switch version, since the console is roughly on par with the PS3 and Xbox 360, where GTA V first released. Was it a business decision, a technical one or simply not a fit for the usual Nintendo audience? What do you think?
In my honest opinion outside of potential "audience" conflicts, if there was any, I feel it has to do with their willingness to adjust the game to run on not just the Switch, but also the Wii U.

Here's the big tomato regarding the PS3 and Xbox 360. They essentially are strong "single-core CPU" platforms. Does the Xbox 360 have a tri-core? Yes. Does the PS3 have 7 working SPEs? Yes. But, how those get used is a big factor. On the Xbox 360 with its tri-core CPU, one of them is used for audio processing because it does not have a separate DSP (same for PS3), and another core is used for the OS. There is only one core available for processing game logic. On the PS3, it has one "big" core, and 7 small processes, which get divvied up with the OS, audio, non-player logic, etc, along with various geometry and graphical processing to offset the GPU thrown in. This is due to the cost of initially planning the PS3 to have 2 Cell processors, each handling CPU and GPU processes.

What about the Wii U? It has its own DSP for audio processing, and the OS runs on a separate dual-core ARM. So all 3 cores are for the games. The Switch has a 4-core CPU, its own DSP, and one of those cores handles the OS. So there's 3 cores there too, and on a more advanced architecture (by comparison). So comparing at least to Xbox 360 for just the games, it was 1 core @ 3.6Ghz vs 3 cores @ 1.24Ghz of Wii U (and Switch's 3 cores @ 1.0Ghz with a more advance architecture). A game focused on high-performance single-core processing and not around balanced multi-core processing would ultimately not run well on a Wii U (or a Switch). This is why, imo, so many ports from the Xbox 360 vs Wii U performed so badly. Not that the Wii U was weak. It really wasn't, not compared to the Xbox 360 and PS3, even in CPU performance. It was because they tried to run the games like an Xbox 360, as if the Wii U had high single-core performance when it did not.

From what is gathered, the homebrew port could run on Switch at its native clocks, but ran between 10-25 fps, whereas overclocking helped it get closer to 30fps more often. But this was through reverse engineering and recompiling of x86 code to ARM, so it lacked the typical optimizations that come from official ports. Both the PS4 and XB1 operated with 8-core CPUs clocked lower than both PS3 and Xbox 360, with a minimum of 1.6Ghz on more advanced architectures (outside of Switch). But those ran at a stable 30fps if I recall, and officially ported. If those were converted to make use of balanced multi-core processors, then Wii U really should have been able to run it based on those builds alongside Switch.
 
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The in-progress Switch port of the 2013 Rockstar Games Grand Theft Auto V has been forced to end progress after Take-Two Interactive has threatened legal action against its creator(s).

The homebrew project which used the leaked source code of GTA V was still in early stages, but was making good progress; running natively on Switch. With performance at around 10–25 frames per second on standard hardware and up to 30 fps on overclocked units.

The project's lead developer, known as M0jso, announced on September 28 that the group would stop work by October 3rd. He said he was "thankful for Take-Two's mercy" and admitted the team would had zero chance of winning in court.

It's unclear why there was never any official Switch version, since the console is roughly on par with the PS3 and Xbox 360, where GTA V first released. Was it a business decision, a technical one or simply not a fit for the usual Nintendo audience? What do you think?

Also is this the true end of a fully playable GTA V experience on the Switch or do you think others will now step up to tackle the unfinished project?

:arrow: Source
Lol,this is supposed to frighten us? Another reason AI is detrimental today for modding.Serious dev are more interested in creating Github,posting progress,interacting with "fans".
The new AI kids don't care,out of nowhere you get a post in here or reddit,showing the game running at 40 fps on the switch.By the time it reaches Rockstar,Costello and Kiiwii would have finished the game...

Note: People should go back to anonymity,each DEV proud and publishing their name like he's applying for a Visa.
 
Wait, we're mad that they used leaked code to try and create a port and were stopped, lawfully? I mean, I hate Take Two and any company under its umbrella, but.... This was on the dev 100%

No sympathy from me.
All the constant and unnecessary updates were just giving reasons for Take 2 to C&D him. Just keep quiet, port it, release it, and then they couldn't have stopped it.
 
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oddly i wonder if a legsl decomp would face the same thing (knowing T2 my guess is yes) which begs my question why isn't nintendo going after legal decomps unless these decomps get clean roomed like most emulators the should be targets moral of the story don't use leaked code
 
Lol,this is supposed to frighten us? Another reason AI is detrimental today for modding.Serious dev are more interested in creating Github,posting progress,interacting with "fans".
The new AI kids don't care,out of nowhere you get a post in here or reddit
This was a thing long before the AI boom. The wider gaming monoculture is shaped by corporate owned social media, which is what makes developers act this way. There was always low-quality homebrew, all that AI did was allow slightly more of it to be made.

I agree a lot of releases are motivated by social validation. And if you have no experience with software licensing, it's easy to overlook how much of a footgun this social recognition can be.

There is some value in having a good launch for the purpose of collecting contributions and bug reports, so I don't think promoting yourself on social networks is always bad. I did it with Firestar because I wanted the program to reach more people than just the one or two small fan chatrooms. WipEout modding was a brick wall before Firestar existed and I wanted people to know there was a better way to do it. But I see a lot of emphasis on getting likes or reposts from younger developers, yet very little ambition or vision on how the program could be made more ideal. A project I recently contributed to suffers from this, but I won't name names.
 
I have my disagreements with how Grand Theft Auto 6 is being handled, but that doesn't make using leaked source code right on the homebrew developer's part. I'm sure there's going to be a lot more people in defense of the homebrew developer, but two wrongs don't make a right. We are supposed to be bigger and better than the wicked corporations, not just as stupid as they are with poor decisions and actions. Desperation and stealing aren't the answers to the problem.
I disagree. Copyright is evil and I will stand by that till I die. Being better than the wicked corporations means liberating others from their stranglehold. Whether playing by their rules or not. I hate this sentiment about wanting to cater to what the evil corporations want. It's the thing I hate most about my home country. They have completely normalized and moralized Copyright and people who violate it are held to similar standards as murderers or rapists. It disgusts me.

When they win battles like this that doesn't mean they are right. It just means the next time should be done with better Op-sec. AI coding to speed projects up, and only releasing news with the final playable version and making fixes afterwards if possible (also bundling source with binary releases).
 
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Boo hoo. Is your GBATemp account monitored by your employer or something? Rockstar loses nothing from this port existing, they can still make their own and everyone will flock to it by default. All they have to do is release a Switch version officially that doesn't have any compromises an unofficial port makes up for. Copyright law is bullshit spearheaded by publishing companies to milk artists dry, and they will erase an artistic work if that's what it takes, THAT is immoral. You have much to learn.
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P.S. is this a good time to plug my website?


"Technically"?
Lol, do you care to elaborate on that? You didn't finish your sentence.
I've heard some people say Homebrew devs act like this for self-protection but are secretly pro-piracy. I don't and won't go along with that though.
If someone wants to pretend to be an ally of the corporations or play fairly with them. They aren't my ally.

IMO when it comes to fighting evil corporations you're either with us or against us. You don't have to take part in the stealing from them but if you decry it as bad or shun people for it you're on their side as far as I'm concerned.
 

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