PlayGTA5

The browser edition

Play GTA V in your browser

Yes, it really runs in a tab. The engine is compiled to WebAssembly and WebGPU draws the frames, so there's no installer, no disc and no launcher that needs updating first. Pick a mode, hit Play, and wait five seconds.

Quick start

How do you want to play?

future release

Use an up-to-date Chromium browser, such as Chrome, Edge, Brave, Opera or Vivaldi. If the game will not start, open Check this device or Troubleshooting below.

GTA V Sandbox starts a fresh free-roam session.

Keep this tab open while the game loads. Open Troubleshooting if loading stops.

Before you play

Launch settings

Local saves

Portable saves & configuration

Preparing local storage…

Export saves and launcher settings. Story and Sandbox stay separate. Mod files and access codes are excluded.

Save profiles

Current profile: Default

Each profile has separate Story and Sandbox saves. Default uses existing saves. Export and import apply to the selected profile. Removing mods preserves saves.

Remove downloaded game data. Saves and settings are kept.

How it works

How a whole game fits in a tab

WebAssembly is a compact binary format that browsers can run in a sandbox at close to native speed. The game engine is compiled to it, and that's the whole trick. Your browser downloads the engine, checks it, turns it into machine code for your CPU and runs it. No installer, because the browser is the installer.

Frames are drawn through WebGPU. Game data shows up in chunks when the game asks for it, and anything you've already downloaded stays cached. The first launch is slow. Later ones are a lot less embarrassing.

Read the full explainer

  1. 01
    Grab the engineA compact .wasm file and its shaders download once, then get cached.
  2. 02
    Check and compileThe browser inspects the module, then turns it into machine code.
  3. 03
    Stream the dataA worker fetches game archives in pieces, only when they are needed.
  4. 04
    Draw the framesAnother worker feeds the GPU through WebGPU and WGSL shaders.

Features

Things you can fiddle with

The launcher is a control panel for the engine. All of this is adjustable before launch, which beats discovering mid chase that your laptop is crying.

Graphics

Resolution and frame rate

Native window or a fixed resolution, a frame limit from 24 to 120, and a render scale. The low-spec, low-normal and max presets set the rest for you.

Detail

Quality that fits your machine

Textures, reflections, water, particles, grass, shadows, ambient occlusion, motion blur and depth of field all get their own switches.

Population

Traffic and pedestrians

Sliders for how many cars and people show up. Turn them down when the CPU is the bottleneck, not the GPU.

Controls

Touch, mouse, gamepad

Move, resize and remap the on-screen buttons per layout. Mouse sensitivity and gamepad handling are adjustable too.

Mods

Add-on cars and shaders

Import a ZIP, RAR or 7z with an add-on car, or a 3D LUT if you want the game to look different. The importer shows what's inside before it touches anything.

Storage

Portable save profiles

Story and Sandbox keep separate files. Make named profiles, export one to JSON, import it on another machine.

Requirements

What your computer needs

Short list. The device check above runs the same tests and tells you which one failed.

  • A current Chromium browserChrome, Edge, Brave, Opera or Vivaldi. Safari and Firefox don't work with this build.
  • Hardware acceleration and WebGPUThe engine draws through WebGPU. If your browser falls back to software rendering, the game won't start.
  • About 17 GB of traffic on the first runYes, gigabytes. After that the browser cache does the work and launches get much faster.
  • Spare disk space for the cacheA couple of gigabytes, so the cached data has somewhere to live.

FAQ

Questions you were about to ask

How can GTA V run in a browser?

The engine is compiled to WebAssembly, which browsers run at close to native speed. Graphics go through WebGPU, game data streams in as needed, and all of it stays inside the browser sandbox. The WebAssembly guide goes through it step by step.

Which browsers can run it?

Current Chromium builds: Chrome, Edge, Brave, Opera and Vivaldi, on desktop and mobile, with WebGPU and hardware acceleration switched on.

Do I need to install anything?

No. The browser fetches the engine, the shaders and the game data, then caches them. No installer, no disc, no patcher. The first session downloads a lot, later ones reuse it.

Where are my saves stored?

In your browser's own storage. Story and Sandbox use separate files, and each save profile can be exported to JSON and imported somewhere else.

Can I play on a phone or tablet?

Yes, in any Chromium mobile browser. The touch buttons can be moved, resized and remapped.

Does it need a fast GPU?

It needs a working WebGPU adapter, not a monster one. The low-spec preset cuts detail, render scale and memory use for integrated graphics.

Is multiplayer available?

Not yet. It's marked as a future release and stays disabled in this build.

Okay, go play

Scroll up, pick a mode and press Play. There's a five second countdown first, because patience builds character.

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Join our Discord serverDiscord

Connect to this LAN host

Download the public certificate from this host. Installing it is a one-time step on each PC; no USB transfer is needed.

Download LAN certificate
  1. Windows: open the downloaded lan-root-ca.cer, then choose Install Certificate → Current User.
  2. Choose Place all certificates in the following store → Browse → Trusted Root Certification Authorities. Do not use automatic store selection. Finish the wizard and accept the trust confirmation.
  3. Close and reopen Chrome/Edge, return to this HTTPS game link, then press Play.

macOS: import the certificate in Keychain Access and set its SSL trust. Linux/Chromebook: import it as a certificate authority in the browser’s certificate settings. Managed devices may need an administrator.

Only trust the intended host. Compare this SHA-256 fingerprint with the host’s certificate information:

“Proceed anyway” can open the launcher while game workers remain blocked. Install the public .cer to resolve that. Certificate installation is controlled by your OS; this website does not change trust automatically.

Could not join multiplayer

Browser not supported

Troubleshooting

Open the section that matches your problem.

Loading help…

Copy details for a bug report

Setup information

Select or copy this when reporting a problem. No saves, join keys or URL tokens are included.

Check this device

Check whether your browser and graphics card have the features needed to play.

Mods & Sandbox tools

Menyoo XML presets

Import saved vehicles, clothing/props outfits and static Spooner scenes. Open Imported XML Presets in the native Vehicle Spawner, Wardrobe or Object Spooner. Requires trainer enabled; restart the game after changing this library.


      
      

32 scene entities total, 64 presets. Vehicle presets spawn beside you. Outfits require the matching player model. Scene and saved-vehicle attachments between entities in the same preset are supported, including offsets and rotation. Cycles and external targets are rejected; unsupported properties are listed before installation. Scene models must already exist in this build or an enabled mod.

Mod profiles

Profiles store mod selections, traffic, trainer settings and the save-profile selection. Install the same mod files when moving to another browser.

Installed mods
EnabledPackage / modelsSandbox
traffic
Story
traffic
Options

Enable up to 64 packages, 512 MiB combined. Disabled packages stay in your library and leave traffic. Restart to apply changes.

Traffic toggles are experimental: up to 16 models share the selected civilian traffic pool, with at most three instances per model. Package Off excludes its traffic. The selected share applies to eligible traffic choices; loading and instance caps can reduce the actual share. Keep mods installed when loading saves that use them.

Add a mod

Import a ZIP, RAR, 7z or data-only OIV package (up to 128 MiB). Review the detected package, replacement targets and compatibility notes before installing.

Supported formats and compatibility
  • Vehicles: classic add-on DLCs and stock-based replacements for cars, bikes, bicycles, quadbikes, boats, helicopters and planes. Mesh-only replacements can retain stock textures. Replacement conversion imports compatible handling and colour/livery metadata when supplied; otherwise it retains stock settings.
  • Stock vehicles: select “Replace stock assets” for car, bike, boat and aircraft meshes, textures, liveries and existing tuning-part replacements. Normal stock spawns use the replacement; separate add-on conversion uses the matching stock vehicle template. Stock layouts, tuning slots and handling remain unless a compatible handling pack is enabled.
  • World props: classic replacements and retextures for indexed roadside, vegetation, residential, commercial, industrial and other prop archives. Existing model names and map placements are retained; this does not add new maps or prop definitions.
  • Characters: complete non-streamed human skins can register as separate add-on peds with generic male movement, or replace stock characters. Texture packs and existing streamed-ped resources, including Story-player files, use stock replacements.
  • Replacement shaders: translated grandv-shader-pack-v1 ZIPs with WGSL programs, matching installed source hashes and unchanged shader interfaces. Each program compiles with WebGPU before installation and again at launch. DirectX/ReShade sources and DLL injectors need a port; this does not add external textures, new passes or custom uniforms.
  • Graphics: indexed classic cloud/road/global resource textures and standalone x64/textures YTD dictionaries retaining stock texture names; classic visualsettings.dat, stock weather timecycles/modifiers, clouds, lens flares and weather XML. Numeric values merge onto this build’s existing definitions; unsupported fields and sample layouts are reported. ASI reloaders, ReShade and ENB are not used.
  • Weapon settings: weapons.meta can adapt supported damage, recoil, accuracy, clip size, range and timing fields for existing weapons. Existing magazine capacities can also merge from weaponcomponents.meta. New weapon definitions, audio/effect references and ammo types are retained from stock.
  • Handling packs: ZIPs containing handling.meta merge supported physics fields into this build’s existing stock profiles. Disable the package and restart to restore stock.
  • Weapons: 36 stock weapon models, matching attachments, meshes and textures. Existing gameplay stats remain in effect.
  • Clothing, hair and accessories: existing component/prop slots and texture variants. Stock resource packs can combine multiple parts.
  • Animations: YCD dictionaries with clip names; replacing a stock dictionary keeps the existing action and clip names.
  • Resource containers: ZIPs containing unencrypted stock resource RPF archives. RAR4/RAR5 and 7z archives unpack locally before compatibility inspection. Password-protected, multi-part and linked archives are unsupported.
  • For a combined stock resource pack, preserve destination folders such as vehicles.rpf/, banshee_mods.rpf/, v_trees.rpf/, weapons.rpf/ or streamedpeds_players.rpf/player_zero/. Explicit archive/model paths resolve ambiguous filenames.
  • Loose vehicle packs with matching vehicles.meta can use a stock template with the same type/layout (cover and class hints select the closest match). Custom handling and colour presets are adapted; unsupported gearbox values retain stock. Complete compatible carcols/carvariations tuning kits and part models are adapted with separate kit IDs. Custom lights, sirens and audio banks are omitted and reported.
  • FiveM asset wrappers (fxmanifest.lua and __resource.lua) are ignored. OIV containers use validated add/copy mappings for supported resource/handling targets or one compatible vehicle DLC. Archive creation, deletions and XML/text edits are not applied. This does not supply the FiveM runtime.
  • Scripts, executables, encrypted RPFs, newer unsupported resource versions and new weapon/clothing slots are not supported. Resources must fit existing skeletons, metadata and this build's indexed stock slots.

Colour grading: import an SDR 3D .cube LUT directly or inside an archive. Sizes 2–65 are resampled to 16³ RGB10 with trilinear lookup. HDR and 1D/shaper LUTs are unsupported. LUT grades overlap SweetFX and RCAS; use one world-composite grade at a time. Restart to apply or disable.

Spatial graphics effects (bloom and clarity)

Bloom improves highlight glow through the existing bloom pyramid. Set Graphics & performance → Post-effects to Very high to use the tested bloom path. RCAS sharpens the world before the HUD; its five composite evaluations can reduce frame rate. This is sharpening, not FSR upscaling or ray tracing. Choose the combined pack or its components. RCAS overlaps SweetFX colour packs. Restart after changing toggles; disable to restore stock.

Shader examples (ported SweetFX)

Enable one colour shader pack at a time in the table. Restart to apply changes. These affect world rendering; they do not add a menu overlay.

Trainer

Menyoo controls

ActionKeyboardController
Open / closeF4 (default)RB / R1 + D-pad Right
NavigateArrow keysD-pad or left stick
SelectEnterA / Cross
BackBackspace / EscB / Circle
Adjust valueLeft / Right arrowsD-pad Left / Right

For a controller, select Auto in Controls & audio and press a controller button to activate it. Release the menu shortcut before navigating. Gameplay inputs are blocked while Menyoo is open.

Imported content appears in Menyoo under Player Options → Model Changer / Wardrobe / Animations; Bodyguard Options → Spawn Bodyguard; and Weapon Options. Open the Imported submenu. Replacements affect the selected stock slot for the session. Switch the package off and restart to restore stock.

Custom maps

Drop the extracted v1 env_test folder here, even if renamed. Its missing level metadata and folder structure are supplied automatically. Other classic maps must include their own level metadata. GTA5 is the only bundled map. Native GTA6 assets, loose FiveM/YMAP maps and DLC maps need conversion before import.

Drag and drop a map folder here, or

Imported mods stay in this browser. Export the package separately when moving to another browser or device.

Enable the vehicle trainer in Story or Sandbox, or enable Story traffic for imported vehicles. Mods cannot be combined with multiplayer yet.

Homer Simpson by Quechus13 Original Opel Corsa 2005 add-on by mattx2109

Remove local package?

This deletes the imported package from this browser/save profile. Export its original or adapted DLC first if you need a copy. Base assets and saves are kept.

Experimental multiplayer

Two-player Sandbox beta. You can see the other player; vehicles, combat and missions are not synced yet.

Use the same access code and room as your friend. Leave this website’s relay selected unless the host gives you another address.

The access code is kept only for this tab and is not included in save exports.

If joining fails, check the room and code. Each room currently allows two players.

PRE-LAUNCH

Graphics & performance

Changes apply on your next launch. Choose graphics here instead of using the in-game restart.

Low-spec reduces detail, render scale and memory use. Low normal keeps standard memory, resolution and render distance. Max raises graphics quality. All presets keep your selected FPS.

Display & performance

Game graphics settings

Choose the image quality you want. Lower settings can improve performance.

Display & anti-aliasing

Scene quality

Unsupported graphics options are disabled automatically.

75–120 FPS are experimental targets. Actual frame rate depends on your hardware and the scene; VSync and GPU synchronization remain enabled.

Advanced low-spec tweaks

Lower these settings for less detail and effects. Shared controls also update Game graphics settings.

Reduce population for lower CPU load; reduce resolution, shadows and effects for lower GPU load.

Compatibility

Experimental; default Off. These options have mixed performance results and can cause regressions. Restart after changing them. Turn them off if performance or rendering worsens.

Settings save automatically and are included when you export saves.

Language

Choose the game language for your next launch. Your selection saves automatically.

LAUNCH OPTIONS

(Touch) controls & audio

Connect a controller and press a button to activate it. Touch.js controls below default to Auto on touch devices.

Keyboard remapping
Touch.js controls

UI appearance

Clear game cache?

This removes this site's downloaded game data in this browser. Saves, imported backups and settings are kept.

Close all game tabs first. The next launch rebuilds the cache and may load more slowly.

This cannot clear the browser's general HTTP cache or caches for other sites.