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gta-enhanced-audio-queue-poc

hypervising

A proof-of-concept tool that patches a synchronous three-slot audio queue in GTA V Enhanced, boosting frame rates from ~260 to ~499 FPS by removing coarse wait delays.

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Last updated

2026-07-29

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FR-AI / ANALYSIS

Why it is worth attention

It provides a concrete, measurable fix for a subtle CPU-side stutter that was previously dismissed by the game's own FPS counter, backed by assembly analysis and a live demo.

Who it is for

  • GTA V Enhanced players experiencing stutter despite high reported FPS
  • Game performance modders and reverse engineers
  • Developers interested in audio synchronization bottlenecks

Use cases

  • Improving frame pacing and reducing stutter in GTA V Enhanced
  • Diagnosing CPU-bound stalls masked by GPU-centric metrics
  • Experimenting with audio queue tuning in similar game engines

Strengths

  • Measurable 1.9x FPS improvement from 260 to 499 FPS
  • Non-invasive – patches only runtime memory, no disk modifications
  • Includes two variants (V1 and V2) for testing safety
  • Clear assembly notes with RVAs for reproducibility

Considerations

  • Tied to a single build of GTA5_Enhanced.exe (version 1.0.1158.13)
  • Proof-of-concept status – V2 still considered experimental
  • Private/offline research tool, not intended for general distribution

README quick start

gta enhanced audio queue thing

hello. this is a very build-specific POC for a weird audio wait in GTA V Enhanced.

It started with me posting this early-access report because the game would say "247 FPS" insisting everything was fine.

My eyes disagreed. Someone was lying, and it wasn't the GPU.

The slow frames looked CPU-side and someone reminded me that Legacy FiveM had that suspiciously useful game_useSynchronousAudio convar, and off I went.

A while later I was looking at a three-slot audio queue selected through TLS. normal evening :D.

The actual notes are in docs/notes.md. They contain assembly, guessed names, half-finished thoughts, and the current reason I do not completely trust V2 yet.

video first, explanations later

https://github.com/user-attachments/assets/abbcb3bd-ffc7-4ebe-9904-5320b3c08154

quick performance report

The overlay sits around 260 FPS before the patch and about 499 FPS after it, so the visible difference in this clip is roughly +239 FPS, or 1.9x.

runtime statevisible FPS
original~260
patched~499

the stall disappears, frame pacing cleans up, and the game still makes noises. honestly, that last requirement became more important than expected.

what the exe does

.\audio_queue_poc.exe --status
.\audio_queue_poc.exe --restore
.\audio_queue_poc.exe --apply
.\audio_queue_poc.exe --apply-v2
  • --status: stare at the bytes, touch nothing
  • --restore: original runtime code
  • --apply: V1, removes three coarse/bounded queue delays
  • --apply-v2: V1 plus a zero-timeout update-side slot check

Restarting GTA restores the original mapping too. Nothing on disk is patched.

V2 is the interesting one, but "interesting" and "finished" are not synonyms. Three queue slots might be plenty. Three queue slots might also be a future audio glitch wearing a fake moustache. needs longer testing.

build

x64 Visual Studio 2022 Developer PowerShell:

cl /nologo /std:c++20 /EHsc /W4 /O2 src\audio_queue_poc.cpp bcrypt.lib /link /out:audio_queue_poc.exe

one build. literally one

GTA5_Enhanced.exe 1.0.1158.13
timestamp  0x6A4F97F6
image size 0x05B81000
sha256     0C52864D4521D9C9D441348AA1156958792DDE8825D0297C851753F167336401

The program checks that identity plu

Description

GTA Enhanced/FiveM Gen9 audio queue POC: ~260 to ~499 FPS in a same-scene test

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