It still impresses me to this day that this ever ran on the Ps3. They must have been pushing those poor machines to their limit. I know it was only 720p and struggled to get much over 20fps, but still, quite an achievement.
the funniest thing about gta is, you are way faster on bumpy roads, or roads with kerbs/sidewalks than smooth highway because the car gets faster when their suspension compressed
Yeah, that bit where I clip both curves to go down the ramp should have been 2 wheels, 2 tyres, most of the front suspension and some bodywork. On a veyron, what do you reckon? £600,000 repair bill?
All land vehicles have this mechanic of going faster when only the rear wheels are touching the ground (wheelies) so maybe when you hit a bump you are doing a wheelie for a split second which results in an increased speed.
That's interesting. I thought it was either when the floor hit the groud ot when the suspension grounded out. But if drag is assigned to the wheels, it would make sense that you get a speed boost when thebfront wheels lift.
That’s the sad yet funny thing about GTA, I feel like you could achieve some of these speed in the game if R* hadn’t coded the damn NPCs to continuously crash into you. lol. They’re like oh he’s driving too fast, let’s throw a car at him. lol Anyways, great video :)
I was recording a lap in the reinhart last night and a motorbike actually swerved 3 times to hit me. Never seen one that determined before!! Thanks for watching. Glad you enjoyed the video. 😎👍
@@1v1dogfights81 At intersections it seems as if every now and then a scripted car is coming from the right and is about to ram you. I only manage to get past the scripted car with fast motorcycles. When I drive my car at full throttle, I always get hit or have to slam on the brakes to avoid it.
I forgot to include that in the Rhinehart lap. On my first attempt some dipstick on a bike swerved 3 times in order to hit me! It really gets quite annoying.
@@perengerin in story mode on ps3 the slidey cars cheat is broken, And if you combine it with Franklin's ability You can go over 300 mph. I went 326 in a stock Huntley and it shows it in my stats 😅
Ha, didn't know that one. There are other weird ways speed is broken. I've recorded over 350mph in the top speed freemode challenge in a normal car. I've seen people win that with over 400, so there's so weirdness with how that records speed too.
The recent hangar speed glitch speed that was available on all platforms, proved to me that driving in this could have been much fun if R* wanted it. Yeah, the game struggled to render some things at 200mph thanks to my decade old processor on my PS4, but holy fuck I had so much fun with that that was I not even carrying about the dips in the framerates. Having the Adder and Entity MT do 250mph was like a dream come true. And then there was the Buffalo STX and Gauntlet Hellfire feeling powerful for once.
When you are new to GTA Online you think you going fast. Once begin to test the limits of cars you soon realize that you are not going as fast as the game wants you to think you are. The first time I noticed this is when I was doing a time trial and noticed I was able to maintain control of the car at top speed without slowing for curves in the road. Even vehicles with boost such as the Vigilante don't go faster than the top speed when you apply the boost. There is an effect that distorts the picture with motion blur, but you don't actually go any faster.
That was a tricky part of this video. At 250mph in a Mclaren F1, if you snatch at the wheel, you die. In this you just gently glide around the corner 🤣. Thanks for watching 😎👍
Yeah. I hope so too, and I really think they will be, just look at how much hardware and software has evolved since then. I think we'll find they've done some really clever things with loading to keep the feeling of speed and the detail you need when walking. I'd use read dead as a yardstick. That's 6 years old and still looks as good or better on the PS4 as some current gen games on PS5.
@perengerin idk if you tried the speed glitch that was around for about 2 days The sense of speed was incredible and the loading was stable. There were pop ins with some vehicles doing questionable stuff, i first thought it was because of the speed but it also happened before doin the glitch to "unlock" the speed. I do hope there is no cap to the speed. I dont expect a fiat 500 type car to do bugati speed ut id appreciate the customisation scene to actually matter.
I didn't have chance to try it, I think it was found a couple of days after the speed video and wasn't around long, I watched a few vids on it though. I think some of the issue with realism will relate to the top speed and how you achieve it. Take the Bugatti as an example. Irl it gets to 186mph in under 15 seconds, but it takes another 30 seconds of flat straight road to hit max speed, which probably won't work for the map, or for the gameplay. So they will still need to exaggerate acceleration.
@perengerin acceleration was very crazy. If you got a discord I don't mind sending the only clip of a highway race between me and a buddy. That glitch was the best 2 days of gta online.
It was really fun going 200+ mph using the hangar speed glitch but unfortunately they patched it. I noticed a lot of things break when you go that fast.
Other than the issues with the pop-ins, many have stated that the reason cars feel slower in this game is that the game is scaled differently compared to real life. If they applied realistic speeds then you'd cross the end of the map within a minute of driving.
Yeah, I did the maths on that for a reply. La is 1200 sqm, the gta map is 75 sqm if memory serves, so there are lots of things that feed in to it. So on balance, I actually think they did a good job of make it it realistic enough, but without spoiling the fun. Thanks for watching.
Newer consoles don’t have a problem with the speed and the speed glitch proved that my game was working perfectly I’m just sad they patched it so soon 😒 tbh the speed in the game now makes it boring
@@perengerin after driving my banshee and sultan 200 mph the answer is yes. the limiters are to drive shark card sales at this point. having cars actually red line was better than anything RS offers.
@nycapple the cars speed was so the map felt bigger, nothing more, nothing less. That's why story mode cars top out at the same, which requires no shark cards whatsoever
Everybody knows the speeds are crippled to allow consoles to load the scenery as fast as it needs. They accomplished this by doubling gravity, increasing air drag exponentially, if you ever watched Broughy1322 and how they look into the game code to understand its quirks...
@@perengerinHeck I would add in even the Racing community has some good knowledge on this, particularly the Stunt racing side of it, check out Rev Boosting and Brake Boosting, very odd speed glitches in this game lol
Before I watch: My educated guess is that speed is limited to prevent too much pop in. This is a massive map even by 2024 standards and there is a lot going on. This is ultimately a game designed for the PS3 and Xbox 360. That they were able to get this running on those platforms at all is impressive. As the years have passed, they just kept the speed as it is and instead opted to add other things, like upgraded resolution and fps, while adding more traffic and wildlife. Now I'll watch the video and see if I'm right. 😂
100% agree on the PS3/X Box 360. How this ever ran on that kit is beyond me. Makes you wonder how far they will be able to push the PS5 with GTA 6. They now know they can make games span generations so could already have considered what they will add for the PS6, PS7.....
Fantastic video, this demonstrated really well how uncomfortable and chaotic the driving would easily become in the game's environment, if we had believable top speeds. I have played several dozens of racing games throughout the decades, and always felt frustrated by GTA Online's low top speeds. But of course going 400kmh/250mph in this game would be a completely different story, than doing the same in an actual racing game designed for such speeds.
after watching this video, it made me realize that since GTA 6 is going to have a bigger map. Rockstar won't have to worry about capping the speed limit of cars anymore. Meaning we might finally get gta 6 cars with accurate speeds (partially for obvious reasons)
A good balance would be if they kept the exaggerated acceleration, but gave us realistic top speeds. I'd be happy for the quality of life physics (flipping cars back over etc) to be removed from story mode, but they need to stay in online.👌
2:30 😂😂 the editor...dude this video is awesome. Well put together and well researched 👍 thankyou for putting it together You are spot on about the classic mini and McLaren F1 dear sir I may need to share this on main channel community feed if that's ok
Thanks for this, it explains a lot - I came to GTA online from Assetto Corsa and found the driving experience in GTA really disconcerting and frankly quite off-putting. Thankfully, overtime I learnt to accept it for what it was but it's nice to finally get an explanation why it feels so 'off' compared to driving in other games.
I Love Assetto Corsa. It still stands up well against more modern sim racers in terms of car feel and drive. And it's a good example. If you select a normal car in Assetto Corsa, something like the Mito, you notice how slow it feels because it has been modelled realistically, that just wouldn't work when you're trying to escape from a bank robbery :) . Glad you found it useful.
From what it seems like is that they just put a speed limiter when you get to a cars top speed. Few years ago when you had to glitch low grips on cars to give it max speed, different cars naturally red lined and maxed out depending on the cars. Super cars were going 240pmh while some cars may have tapped out at 180. It felt very realistic while having lowgrips. They just need to get rid of the limiter and the game would be golden
frankly, with recent, already patched, speed glitch in gta online, I felt like in real thing. Everything was brilliant, sooo real omg how I enjoyed it :) ofc R knows how to fck up best fun ever in the game and they patched it in very next day. fkn cnts, but nevermind. In rl I had in past several bikes, including R1, and when I was flying on Hakuchou 200 mph, I really felt like in RL. my point best thing was that with this glitch even clocks were showing correct speed vs rpm. Thank you R for patching it.
Whenever people talk about GTA driving becoming realistic again all I can imagine is all of the GTA kids who can't drive realistically, suddenly complain about how "bad" the driving is because they can't take a 90 degree corner at max speed anymore lmao
Haha. I have an image in my head now of a 20 year old raised on a diet of GTA, upside down in a ditch and on the phone to the car dealer saying "Well I'm accelerating and turning left, but this thing still won't turn over. You've sold me a dud!!"
Absolutely. I'll be interested to see what they do with current gen. More hardware, more efficient coding + 10 years of learning from GTAV. Could be Epic!!
In the recent gta online hanger speed glitch. Some cars were able to do over 250mph. And felt fine to drive. With Better power delivery allowing cars to power slide instead of bog down. Idk
I know, but then you wouldn't need to spend your money on HSW cars, so obviously that needed to be patched immediately. Godmode glitches? Well they can wait I guess.
and then the speed glitch happens and honestly, it kinda kills this video. not really, but it does highlight just how much faster the cars can be in the game and they still feel controllable and enjoyable to drive. i spent the better part of several days driving all the older vehicles that have the poor handling flags and they, for once, actually felt like they had the performance upgrades you put into them. i respectfully disagree, i wish they would just let us go faster.
I kind of see the dilemma they had. They obviously saw the need, but were still supporting PS3 and 4 at the time, so the idea of HSW being restricted to the current gen makes sense, even if it does exaggerate the acceleration issue even more. This doesn't answer why they never offered HSW to PC players though. Even a low end gaming PC is more powerful than a PS5, so my only guess is that the PC version is so different to console that the job is harder than they thought. And you know, they're only a tiny little agency and probably can't afford the dev time. Oh wait, no, that's not them is it???
Hopefully GTA VI makes a combination of the arcade style of GTA V and the realism of GTA IV and give us something in between. The physics engine is so bullcrap in V, cars just dont flip , they always tend to stand up on their feet like a cat, and all the problem that you pointed out. Great video, thoroughly enjoyed it ❤
Thanks 😎. I think you're on the money with that. Half way between the two would be perfect. A bit more damage aswell, odd that launch cars do damage better than new ones.
Yeah. With gta 5 physics it would probably take 25 minutes to do a circuit. Real physics 35=40 minutes. So they will have to do something clever there.
the map is not considerably bigger, the roads are not that straigth so you cant speed up that much and make the ps5 loading objects look like a ps3, dont expect major changes in the top speed
There is actually a great speed glitch out right now using your hanger. You can use any car. But this video would of been better using the speed glitch. Cars are fast af using the speed glitch
I'm going to try that, but I hear that is likely to be patched quite soon. Not really sure why, it's not hurting anything. i wonder it patching it will affect the on foot hanger glitch? Speedrunners won't be happy about that if it does.
I'm working on a follow up and so far, the car in the game that most closely resembles the performance in real life is actually the futo. I thought it would be something really slow like the Issi Classic or the Weevil
It’s even worse if a travesty what they’ve done to the Open Wheel cars. An Indy Car like the Déclassé DR1 should easily be one of the fastest cars in the game if given a low downforce Indy setup. Instead, it gets beaten out in top speed by just about any Sports car.
Всё обуславливается размерами карты и разностью в скоростях наземных и воздушных транспортных средств. Если увеличить скорость машинам, то они будут такими же быстрыми, как самолёты, а если самолётам увеличить скорость, то они будут пролетать всю карту за несколько секунд.
thinks gta 6 will add hypercar class and i do believe higher top speeds averaging about 150 miles or 240 km but supercars speeds might still be like the ones in gta 5
It will be interesting to see what they do. I suspect it might go two tier with Story mode being fairly realistic and Online retaining the cartoon style physics. I guess we'll find out in the year 2042 when it finally launches.
Ngl, watching that top speed, it still feels a little underwhelming. Though perhaps that's because I'm a crackhead who rocks no assists in simcades in classes where 250mph is the minimum a car has to hit to be viable
Ha. That might be an option for me soon if the rumours about RP coming to console are true. I'd put a bet on it being locked behind gta+, but I don't think anyone would take that bet on.
They need to put it as an option in the menu, I feel many things could be put in the menu, like traffic density, pedestrian density, speeds, and many other things that would be nice to be able to mess with
LOL well done making a maths based vid that didn't suck! 🤣 I've never really thought about how much of a challenge it actually must have been to get everything balanced in the game just to make driving at speed possible. Kinda sucks they did all of that work only to then program every ai driver in the game to slam into you every chance they get.. sigh. Also I feel ya on the speed ramping in Davinci, I occasionally use it as a trick when editor me has to pop into a vid for a quick aside and it is never not a headache. Also also thanks for making me feel a million years old by reminding me that I remember scientific calculators. 🙄 Also also also - you said the second best car ever made, combining the best of current technology of it's time with the cutting edge, and my brain IMMEDIATELY expected you to say "The Austin Princess!" 🤣🤣🤣
Annoyingly, the speed ramping is actually quite easy, I'd just never done it or even heard of it before. I just knew what I was doing must be wrong, because it was ARSE! I'd also say that the princess has its own special place. It transcends greatness in the same way the Allegro and the Marina did. I had to borrow the calculator from my daughter, who said "you need it for a maths training montage? OK?"
For me, it depends what mood I'm in. IV is a slower game and a much darker game, so the slightly more realistic physics work. They would be an absolute pain in V though, the amount of gunfire you take in some missions would make them so tedious if it was too realistic. For all the faults of both, I think both styles suit each game.
Amazing video by the way, but audio is a bit unbalanced, your voice is not loud enough, and the constantly changing volume of the background music is very distracting.
Thanks, I'll check that next time. I use something called audio ducking to drop the audio when I speak, must have not set it quite right. Thanks for the feedback 😎👍
Your arguments dont reconcile Franklins special ability. Lod times dont seem to matter when you come out of his hyper focus at 200+mph. Franklin is the reason the cars are so slow.
I'm not sure I agree. Franklin's ability give the impression of speed, but it actually slows footage down to achieve this. Also for obvious reasons these time effects were dropped from online as it would be a nightmare manging timeshifts between 30 players. Thanks for watching and commenting😎👍
@@perengerin yw, but.... I dont see how there can be a 'technical' reason for the slow cars when I can inject a menu trainer and easily acheive the speeds these cars shouldve been able to go. My pc is very much nothing special, aging, middle of the road z97ar, 4690k, 1080ti with some very old I think 32gig of ram. I am never running into stuff because it didnt lod and i run at max native graphics. If going 300mph in game works just fine, rockstar couldve made the cars much faster. No doubt, 200mph is a handful but the point is, there is no maths, no technical reason for the slow cars. The point of gta online is to grind and die. Thats it.
@@ubermensch0072 True, but it's easy to forget what the hardware looked like in 2013. The PS3 has 256MB of video RAM 256 MB!! The PS5 has 16GB available. 64 times as much. Vice city was only a few years earlier and that needed loading screens between different parts of the map. I honestly think what they come up with for GTA 6 will have none of these problems. They were designing for the technology at the time, they had no idea this game would span 3 generations of kit. As for what they want with grind and die. I do agree with you on that, you can see them testing it with all the new business types we've had over the last year or so. Just seeing how little they think they can get away with giving us before people stop playing.
Idk man it looks and feels weird. Like just travelling through the city, you judt get a completely skewed feel for the actual speed because of the buildings etc. Wouldve been much better to go into the files and straight up just adjust topspeed and acceleration values
Ah. If you were on PS5 I'd gladly meet you at LS car meet to buy mine, I've done that loads of times for people who've seen deleted cars in my videos. I don't think it has ever been back in Simeon's so it must be due. There is a discord server for just this, but it was a bit flaky, might still be worth a try though.
Haha. I wish I was a smart as him. The town he is from is only 50 miles away from where I was born, so we both have the northern twang. Thanks for watching.
0:30 that just some quality of life physics to actually have something fun to play, the driving physic itself is quite good, all the suspension physics is great, weight transfert when lifting off the accelerator or trail braking is there, if you remove those quality of life physics, its a good match to a Forza Horizon 8:26 it would be absolutly fine to drive, just need so learning like any other games, the video feels fast than it would because we see all the road bump and screen shakyness at 2x speed and if we actually could, the physics would have been ajusted to be trully drivable The problem is more that they didn't wanted to make you feel that the world is same, TheCrew2 allows you to go anywhere whenever you want like you mention at 10:30 yet you can go at 400, 500km/h, even 700km/h when you drive the dragsters, simply because the map is about 75x bigger than the GTA5 map, it takes you about 25-30 minutes to drive 100-115km, they didn't need to reduce the speed to match the feeling of map size they wanted im even not sure if the math is correct because, for exemple at 8:55, the video speed should already ramp up when you exit the corner, your speed is instead constant from the corner, all the way along the bridge (you can calculate it by counting how many stone pillars on the bridge railing passes par second) and nearly to the next corner at 9:34 then suddenly ramp up to twice the speed, it could shave even 30-45 second of that calculated time
Hey. Firstly, thanks so much for leaving such a detailed comment, I really appreciate the time you put into this. So I'll go through each point for you. 1. Yes, you are, of course right, I was just poking fun at the physics because I thought the "It's not a sim racer" comments would be inevitable if I didn't. The pace of the game demands things like, flipping cars back on to their wheels. And without mid air control, we'd have no stunt races and they are awesome. You're right about the bumps, in real life, you'd never get any where near top speed on roads this bad, but they were engineered to feel fast at 120mph, so that makes sense. I think when you look at things like weight transfer, it is there, but only when you compare it to a sim racer does it become obvious how muted the effect is. I am working on part 2 which will include some comparison work. 2. and 3. This is the crux of the reason I think. Partly technical ability at the time, but the Los Santos map is 75 square km Los Angeles is over 1200 square km, that's a massive difference, so the scale weirdness and the need to keep city driving exciting probably contributed as much to why they need to mess around with speed as the technical restrictions at the time of development. 4. The speed ramp to top speed is probably the part I'm least happy with in the video, the weirdness of the way speed builds and the scale meant I had to take some liberties here. Some of this I am dealing with in part 2. Matching scale for speed and not really being able to get or calculate real data on cornering will mean that some sections are not perfect. However part 2 should be able to look at this in more detail.
I'm working on a follow up video and have done some comparisons, the two parts that REALLY stand out, even more than speed, are braking and cornering, so I can agree with the glued tyres. Thanks for watching.
It's probably the size of the map itself that dictates the speed of the cars. I could go into more detail but I'm lazy. Physics and GTA v shouldn't be in the same sentence 😂
The frame rates for GTA5 are not fast enough to show the true speed within the game, if they made it that way and realistically fast buying a car or stealing a car can can reach those speeds would crash the game each time for the player. A 250mph frame rate it not possible for most peoples internet connection, so they had to make the speed and therefore frame rate usable for most people and most internet connections.
You've just given me an idea. I've just realised there might be one car in the game where the irl stats are very close to the game stats.... Hmmm leave that with me :)
Great video, I enjoyed that and it made think. I've always assumed that they limited the top speeds just so it was possible to drive them at those speeds without crashing every 3 seconds. I'm not *entirely* convinced by the maths ... I've never driven over about 160, but in terms of the amount of road covered, it feels consistent with how the Macca looks at its top speed of 230-something. However ... the slow stuff ... is that right...? Imagine how much road you're covering in 15 seconds at top whack. Now look at the speed at the start doing (adjusted) 60. Would you really cover the same distance in a minute? I'm not so sure. The speed at v-max looks a lot more than 4x the speed at 60 to me. And at the quoted 100, it should be covering nearly half as much road per second as at v-max. It would be interesting to see a similar video on braking. Braking in real life from anything over 100 takes AGES ... and in anything from the 1980s or earlier, you have to start the process in the previous postcode. Realistic braking would not be fun in GTA! Many congratulations on the subs landmark, I'm sure it is the first of many to come. You always give us quality content, thank you. 🎉
Thanks. I agree on the slow speed sections. They look really, really odd. Without accurate tracking and with numerous scale issues, I could only go on the speedo. So at low speed 0-60 becomes 0-30 but it needs to take 3.2 seconds. It's worse in the mid range where the acceleration is exaggerated 3x so needs to be slowed down to 33% then ramp up to 207% for the top speed, so the 1 mile section, which is measured, takes 14 seconds at full tilt. It's all really odd. I came quite close to not posting this video as it looks so odd it raises more questions than it gives answers. But I figured, if anything comes from the comments, I could always do a follow up. There are also things like the fact the top speed around the top of the map is higher than at the bottom. Because, reasons. It did make me think about how hard they worked to make sure that it treads the delicate border between realism and fun. Really glad you're still enjoying the content,👍😎. Much more to come.
It definitely feels more realistic, but it depends how you like to play. The pace of GTA I is much slower as a result. I think they both work, in their own way.
That is definitely a Broughy1322 question. He did a video on downforce a couple of years ago in immense detail. If you don't watch him already, head over and have a look, great stuff.
Supercars should be as fast in GTA as they are irl, not everyone would be able to control them but they shouldn't be, controlling a carbon fiber box with a giant engine at 400 km/h should take skill to do, just like irl, if you can't control it, use something slower. The same thing applies to other vehicles although some air vehicles, mainly fighter jets should obviously have it's speed nerfed since i don't think being able to fly at mach 3 would be good for the game
well i'll be damned to tell you that the speedos in game aren't accurate, in the way that if you go in first person or in the rockstar editor to look at the speedometer, it won't actually tell you the real speed of the car, you'd need an external speedometer mod to look at the car's real speed
That real speed it's really off you moving too slow imo when car was kmh 90 it feels like half of that but ok if they decided to do their way fine but why is armored 5 ton car faster than F1 GTR? Just...why?? Even if it will be slower by 10 mph i will be fine with it but that does not makes any sense to me yes F1 turns fast it have good downforce but... it's off
Thanks :) Glad you enjoyed it. And yes, they will all have the same problem, making it feel real whilst also accepting that real world speed would be tiresome. Maybe I should retry this in RDR2?
Mainly so the video was relevant for all platforms, but it also shows the effect better. The braking and acceleration is even more exaggerated on hsw. I'll include hsw in the next one as I'm looking more at braking and handling.
I MISS MIDNIGHT CLUB. ALL THE BEST PEOPLE THAT MADE THAT GAME WERE THE REAL REASON ROCKSTAR TOOK OFF. NOW ITS FILLED WITH PEOPLE WHO STILL DRIVE OFF VICE CITY GTA 3 MOUSE KEYBOARD PHYSICS... ITS 2024 BRUH. MIDNIGHT CLUB PHYSICS SHOULD'VE BEEN THE REAL DEAL IN GTA... BUT INSTEAD WE GOT BETA MALE PHYSICS, BETA MALE ARCADE GOOFY PLASTIC CARS THAT FLIP OVER ANYTHING. TUNER CARS BEING THE WORST TO RACE. WHEN YOU CRASH ITS EASY TO SPIN OUT OR SOMEBODY COULD BUMP YOU AND ITS JUST RIDICULOUS...
On current gen, I definitely agree. It's easy to forget this game was designed for the PS3, and significantly worse internet connections. Syncing 30 player locations and speeds when they're doing 200mph over a 1mbps connection. It would have been unplayable. I actually think the crux of the problem is that they completely underestimated how popular GTA Online would be, so they had to let it run for much longer than they ever intended. Thanks for watching 😎👍
Rockstar be like THIS CAR SO CUTE. (NEW UPDATED CARS) #BETA MALES WHO PLAY GTA ON MOUSE INSTEAD OF CONTROLLER LIKE GROWN MEN PLAYING MIDNIGHT CLUB STILL TIL THIS DAY
I know why... Because ROCKSTAR PUT TOO MUCH BULLSHIT IN THE GAME. CANT RENDER ALL THAT B.S. #SIMPLE MIDNIGHT CLUB 3 HAD SAME PROBLEM. EVEN SINCE GTA 3 WHY YOU THINK CARS MAGICALLY APPEAR EVERY CAR OR ANY CHANCE TO FUCK YOU UP
Im just about done with the game. Im just on to collect cars. My first year having my own profile. Missed out on all thise cars they took off just to put beta male cars on
Ha. It's definitely different. I think it suits the game, most GTAs have been rags-to-riches stories. GTA IV was more like rags-to-slightly better rags. Online could never have worked in the same way as the driving was just not enough fun.
Believe me, we're all looking forward to making videos on GTA6, but you gotta play the hand you're dealt But with 7.5 million players per month across all platforms and 113,375,856 watch hours on another platform that I won't mention here, it's not quite irrelevant yet. Thanks for the comment though, always happy to hear everyone's viewpoint.