Digital Foundry : Grand Theft Auto 6 Trailer 2 Tech Breakdown - Incredible Realism, Impressive RT, Astonishing Detail

It's not unplayable, just not preferable. It's also that most games don't have visuals or tech that would justify a 30 FPS lock. This is one of the few games that does as it looks almost a generation ahead of many other modern games.
What defines a generation ahead exactly? I haven't seen graphics look better in years, since 2018/2019 at least.
 
I think 30fps would actually be reasonably acceptable and even fine, if it were something like a Bungie 30fps
We have lost most of the framerate wizards who were around during the PS360 generation and made those 30fps games feel as smooth as possible.

It's why I like performance mode as a standard.
 
Has anyone been able to go through and figure out which segments were "Gameplay"?
All the scene where he doesn't interact or talk with other npcs are probably gameplay with a different camera angle:

When he enter the house
When he ride the car and the chicks catcall him
The bench press
When he ride the bike with the airplane behind him
Etc.

If it is real that the trailer is equally cutscene and gameplay i don't see any other possibility unless they lied.
 
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They are ruling out a 60fps due to open world, even if we have open worlds at 60, and RTGI, even if we have a console with 3X the RT power of a PS5.

Jonah Hill Ok GIF
GTA5 would have been a very different game if it chased 60fps. Same goes for RDR2.
surely its easier to achieve 60fps later on compared to changing the game later on to achieve there vision? We all know the latter never happens.
Maybe we'll get a 40fps but deep down, we all knew this would be 30.
 
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What's oof about 1152p, a resolution that will likely be upscaled in any case? The image shown thus far looks pin sharp. You won't be counting the individual pixels onscreen come this game's release, and I also doubt a 60 fps mode will be included; Rockstar never do so for console, as they're trying to maximize fidelity.
It's not really. It's a 1440p resolution with black bars. I expect the final game to run at 1440p, like in the first tralier.
 
i think its nailed on this will have an unlocked framerate on PS5 Pro and operate mostly at 60fps in gameplay with dips while driving/running round in crowded open areas.
 
Did they just talk about lights and shadows or they actually talk in detail, about asset quality, character rendering, skin rendering, water rendering etc. etc.
 
It's not unplayable, just not preferable. It's also that most games don't have visuals or tech that would justify a 30 FPS lock. This is one of the few games that does as it looks almost a generation ahead of many other modern games.
I'll take next gen graphics physics over any 60fps game tht doesn't push the system
 
Genuine question though....

Didn't GTA V remaster on XSX and PS5 already struggle a bit with framerate in both modes? And wasn't resolution something like 1440p? Is the reason for that it wasn't built from the ground up for current gen systems and that's why they are able to do it for VI?
 
Did they just talk about lights and shadows or they actually talk in detail, about asset quality, character rendering, skin rendering, water rendering etc. etc.
They touched on lighting a lot, reflections, shadows. I dont recall them talking about poly count, textures other than character models being stepped up.
John if i have the right fella spoke about the hair physics being a nice upgrade.

Resolution was mentioned at the beginning. They also believe the cropped video was just for the clip. They dont believe it will be cropped for the game. (Obviously) Nothing too exciting.

Sorry, pretty vague.
 
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If people are happy for RTGI and reflections being blurry and with artifacts behind the FSR1...
I don't think DF were able to identify any artifacts with the RTGI. They said it looks a lot better than UE5's system. The reflections are probably lower resolution, but having dynamic objects in the BVH is still impressive for a console title, especially one also doing RTGI.
 
Genuine question though....

Didn't GTA V remaster on XSX and PS5 already struggle a bit with framerate in both modes? And wasn't resolution something like 1440p? Is the reason for that it wasn't built from the ground up for current gen systems and that's why they are able to do it for VI?
Playing primarily in performance RT mode. I dont recall it ever dropping a frame. You might be thinking of PS4 pro.??
 
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I don't think DF were able to identify any artifacts with the RTGI. They said it looks a lot better than UE5's system. The reflections are probably lower resolution, but having dynamic objects in the BVH is still impressive for a console title, especially one also doing RTGI.
Then I doubt it has FSR1, should be something else.
 
Genuine question though....

Didn't GTA V remaster on XSX and PS5 already struggle a bit with framerate in both modes? And wasn't resolution something like 1440p? Is the reason for that it wasn't built from the ground up for current gen systems and that's why they are able to do it for VI?
It didnt struggle, but the game should have been abke to run at 60fps on quality mode, wich doesnt, its lo ked at 30fps.
And yes, gta5 is still using outdated tech that isnt made with current hardware in mind. Same reason why gta4, even on modern pc's, still dtruggles a bit with performance.
 
Then I doubt it has FSR1, should be something else.
I think DF was just saying they think it is a spatial rather than temporal upscaler. But I thought FSR 1.0 artifacts were due to:

1.) The temporal stability of the underlying image
2.) The RCAS sharpening pass

They could be skipping the sharpening pass, and perhaps the temporal stability is already very high.
 
Game is probably CPU limited, though. PS5 Pro does not help there.

Which open worlds feature the amount of npcs cars and insanely detailed world with interactivity?

It all depends on the CPU and memory.
If the CPU and RAM are already operating at full capacity then you could have a GPU with 50x the RT power and you still wouldn't get anywhere near 60fps.

GTA5 would have been a very different game if it chased 60fps. Same goes for RDR2.
surely its easier to achieve 60fps later on compared to changing the game later on to achieve there vision? We all know the latter never happens.
Maybe we'll get a 40fps but deep down, we all knew this would be 30.

You know why. Because only PC could run it at 60fps. Wait for the PC version, don't buy it on PS5.
You're all welcome to join the bet.
 
expected map size compared to gta5 according to the gta forums mapping discord

about 2,5 times the size of gta5, unless there are islands not shown in trailers yet (Bahamas, Puerto Rico, etc)
 


Side interview with Alex from DF that also references this video. Sounds like rtgi is basically built into the game but may need to be removed for the series s?

At the heart of the matter is ray tracing, which Digital Foundry says seems integral to GTA 6, not just from a tech perspective but an artistic one. "You can't get rid of RTGI. It's inherent to the way the game works. And they're throughout the trailer, so they obviously made them a part of the gameplay."

At the opposite end of the powerhouse scale is the Xbox Series S, which is currently the weakest console that can play GTA 6 (there's no word yet on whether Rockstar will bring GTA 6 to Switch 2). Digital Foundry says that to get GTA 6 on the Series S, Rockstar may need to sacrifice ray tracing completely to run the game at 30 fps, with sub-1080p resolution. But the Series S still has the same ballpark CPU power and storage as Series X, so it's not impossible.
 
GTA5 would have been a very different game if it chased 60fps. Same goes for RDR2.
surely its easier to achieve 60fps later on compared to changing the game later on to achieve there vision? We all know the latter never happens.
Maybe we'll get a 40fps but deep down, we all knew this would be 30.
GTA5 is a 60fps game (with RT shadows) on consoles right now. And we know RDR2 can run at locked 60fps on hacked PS5 and with a minimum of around ~65fps in the most CPU limited areas.
 
GTA5 is a 60fps game (with RT shadows) on consoles right now. And we know RDR2 can run at locked 60fps on hacked PS5 and with a minimum of around ~65fps in the most CPU limited areas.
Right, but at the heart, its a PS3/360 game. It took 2 generations to get it solid a 60fps on PS5.
GTA5 wasnt built around the PS5. GTA6 will be and they are going all out again it seems.
Anyone can point where im wrong with this?
 
I'll take a stab:




0:23 - About to switch over to control Jason.

0:33 - The jerkiness movement of the arms looks like gameplay. Not fluid enough to be a cutscene.

0:38 - Kind of hard to say but this feels like in GTA V when switching characters, a character was in the midst of finishing up something and then you take over. This feels like that here. After his reps are done, it's possible that you take control of Jason.

0:41 - Jerkiness again to where it feels like about to take control of Jason. Homeless guy's movements outside the store also feels like a gameplay sequence.

1:37 - Jason in the car - his mouth doesn't move naturally like it does in cutscenes. Stiff, which suggests gameplay.

1:53 - This could be a special skill rather than a cutscene. Again, Jason's movements suggest it's an input command you did here to shove the guy into the car. Just a guess.

1:57 - I want to say this is gameplay for Lucia. It reminds me of the Matrix UE5 Tech Demo back in 2021. Perhaps Rockstar is taking advantage of graphical fidelity similar (or even greater) than this.

2:07 - Look at the black guy on the right. Not cutscene fluid. He moves like how an NPC would during gameplay.

2:28 - Hard to say, but the Bike's fire from the back looked gameplay-ish.

Based on my conclusions, it looks like a majority of the 'gameplay' shown is from Jason.

Edit: Watching some of the DF Analysis and they zoom in on stuff early on in their video showing what looks to be movements of characters outside of cutscenes.


I might have to retract some of what I said after listening to this:

 
I might have to retract some of what I said after listening to this:


Because they aren't using the gameplay camera and there is depth of field applied? These are standard features in their camera tools. Your guesses are fine. I think DF is being a bit too pedantic. Everybody knows it isn't "raw" gameplay, so it's kind of a moot point that they are doubling down on. Once the gameplay trailer is released, they will finally shut up about it (after bringing it up one last time, I'm sure).
 
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