I'll bet Rockstar devs will love this video. The graphics programmers probably wish they could talk about it, but also simultaneously want to surprise everyone.
Man, that's what I was thinking! This is exactly the type of stuff I would be searching for if I was on that team. Speaking of, these people are wizards from another universe operating in a the 11th dimension. Shoutout to the devs!
I think there was an article on IGN about an former developer at Rockstar and he claimed everything was in engine and looking that good during gameplay. I think GTAVI will set standards for this generation the way RDR2 did for last.
What I always love about Rockstar trailers is how densely packed with detail they are. It’s only 90 seconds, but they’re always very deliberate in what they show. Whether it’s story and characters, callbacks to other games, culture references, and their latest advancements in their engine technology. There’s always a lot to unpack.
They always mal gar. Absolutely correct. And ON TOP of that: They always just knock it out of the Park ,,art of the trailer" wise. The Editing and music choice and how everything flows together is always just perfect. I still get goosebumps at the scene where the ,,Hammerlady" Clip is shown and then the guy breaks through the table perfectly synced with the drums in ,,Love Is A Long Road" and then you see Jason first with Lucias Voiceover....I live those few seconds.
The question is how much of this is from gameplay or story/mission beats and how much of it is hand crafted just for the trailer sake. And then worked backwards to incorporate all of this into the game before its released. Theres no doubt most/all of this is in engine footage. Might be real time, might not be. It could just be the artistic target set that they should aspire to and know they can reach with optimization. Things like aliased hair says to me its in engine stuff real time unless theyre being big brain and rendering hair at low rez offline.
Rockstar doesn’t do CGI/pre-rendered scenes. That’s one of the best parts of knowing their development team is in a league of their own. Going all the way back to GTA 3 with its opening bank heist cutscene… always in-game graphics. I remember someone at Digital Foundry in the past referring to the Rockstar devs as “unrivaled techno wizards” :) I think the hair physics and the dense vegetation stood out to me. Holy moly.
Regarding the art style. It has an illustration/graphic design quality to the characters. Clean outlines, subtly exaggerated proportions. Very reminiscent of Rockstar's GTA promotional art and posters.
Yes, and an extremely specific *type* of illiustration-- those proportions and clean outlines are exactly what you get in the concept art/splash art all over the series. That scene w/ Lucia at the rooftop pool looks more like the illustrations you see associated w/ gta v than anything they've ever done. Really quite stunning.
Red Dead Redemption 2 had all the pores and blemishes but still also had the illustration quality. We need to stop describing all high fidelity games as photorealistic. Of course they are all illustrations and photorealism is just one style that certain games like Alan Wake II has.
I don't know about "no pores or blemishes". Maybe on the crowds, but I can definitely see what you're talking about in this trailer especially on the main male character. Perhaps the softer look on the women is to show makeup? but even then she has multiple moles. Other side characters also show plenty of skin imperfections.
What I love about DF is - these guys do not screw around. They talk indepth tech, most of the time second by second/ms by ms, and they consistently (all videos!) remain on topic. They don't go off on 5+ minute off topic rants. This is just pure raw gaming tech and they're so quick to cover the big new stuff as well as retro stuff! Couldn't ask for better content :D
There was something so magical about exploring the world in GTA V. Same goes for RDR2, I think I’ll spend hours on GTA VI just walking around, interacting with NPC’s, checking out every little detail, ugh it’s gonna be a long year waiting for this. But damn it’ll be worth it.
It's kinda theraputic to take a night drive through the Vinewood Hills, past the observatory, around Mt. Chiliad, by the wind farm, and finally hopping back on the LS Freeway all while cranking Bob Seger, Billy Squire, and Robert Plant on LS Rock. Winters get cold and nasty where I live. So, it's doubly nice to get that kind of experience.
@@sora4786 No way that is this detailed, not even close, even Hitman Absolution had huge crowd density even in the Xbox 360 era, even Cyberpunk 2077 does great crowd density with great detail but we haven't seen anything like that before, the detail of NPC's in GTA VI is far better, well according to this trailer, hoping it holds true.
@@sora4786Correct abd that game on Xbox Series X is simply amazing to go back to play considering the direction AC games have taken. A remaster of that game and or a sequel to that game is my dream for the franchise or put it on hiatus and truly reboot or remaster Prince of Persia.
Clouds and Weather weren't mentioned, but looked like a Hurricane rolling in on the shot of the gas station. Having insane weather will add so much to the authentic Florida parallel.
The insane difference in visuals once the Spiderman 2 comparison shots came in illustrate perfectly the disparity between targeting 30 vs 60fps as default.
@@mpr95644k60 would've taken up the whole GPU and memory performance increases of the 9th generation when using the same level of graphics from the 8th gen, upscale techniques became a necessity rather than a commodity in order to improve graphics
@@mpr95644K60 standard? No that was never promised, it's a popular myth. These are $500 machines, let's be grateful they can accomplish what they already can.
The crowded beach is pretty amazing. Not to be too macabre, but I actually wonder how the game would hold up in terms of FPS if you drove a car through it with all the collision physics. Someone needs to do that, purely for academic purposes obviously
If it is as this trailer, im guessing it'll probably be similar to how gta 5 handles on the ps4/xbox one, where the frame rate will be stable but can significantly tank when there's tons of alpha and objects/people ragdolling everywhere. One thing im sceptical about, is how dense everything is, will the ps5/series x(let alone series s) even be able to keep up? Is our storage space able to keep up? Rdr2 was around 160gb, and that game was mostly just vegetation💀
@@forrandomsites3336 rockstar is fully aware of the cyberpunk 2077 debacle of promises not kept. And yet, rockstar filled their trailer with “impossible” never before seen things… they fully intend to keep those promises.
@@forrandomsites3336 what? And what Plattform was Rdr2 160gb? Also, wasn't that an issue with hard drives needing to store assets multiple times incase of a cicle miss? This is no longer necessary on ssds.
Yeah but in V all of the reveal trailer stuff was either just found on the intro of the game or were curated scenarios not actually seen in game, but it was real time
@@alexsilva28 That's kind of my point, even if the exact scenarios aren't in the final game it's still a good indication of what you can expect on launch.
I wish you guys touched on what looks like the volumetric cloud system from RDR2 being in the new GTA which is going to be amazing. RDR2 has such good clouds.
I remember seeing 2 years ago a leaker said that the clouds in GTA 6 were using the same technology as the clouds from RDR2 and the hot air balloon mission was a huge test for GTA 6. So I guess he wasn’t lying
When Rockstar revealed RDR2, the visuals were incredible, especially for an open world game. I had my doubts that the final game would be a reflection of the trailer. But no, R* managed to deliver, managing to squeeze the most out of the last gen consoles. I have no doubts they’ll deliver another technical masterpiece once again, especially with much improved specs of the newer consoles
@@bxntaiii yeah. It completely blew me away playing it on a xbox one x at native 4k at launch. The jump from previews games of that generation was massive. I remember thinking that AC odyssey, which launched around the same time, looked like a mobile game in comparison.
There is no doubt everything the trailer is recorded directly in-game as seen in previous Rockstar trailers. Even 2kliksphillip jokingly made a video pointing out the flaws of the graphics, proving it's not pre-rendered CGI. I'm truly impressed with the hair physics the most since we've never seen anything like it, and it's even more impressive that the game will be able to render NPCs hair physics as well (as seen in the trailer). I can't wait to see how well the performance is when rendering a lively environment with NPCs around.
Forspoken had good hair physics on Frey but we only see it in the beginning Tbf it doesn't have nearly as much NPCs Alice Madness returns also has good hair physics
yeah on a 4K Display its easy to spot a very FSR-ish look overall. Especially in the shot where a plane flys across the sky and it leaves a trail of pixel noise. Great to see the honesty.
This game is pretty but nothing mindblowing just like GTAV was. Remember this is going to release in 2025 which is presumably end of current generation just like with GTA V. Cyberpunk and other PC centric games will be much better. If rockstar decides to release the game for PC then if they could implement full path tracing then it could be one of the best looking games, but I believe their material pipeline is outdatet to be hones. Game has this art/comics feeling to it.
The thing I liked the most is that even though it looks better than ever, it all had a GTA look to it. It doesn't look like it's aiming for just realism. It looks fun, it looks expressive in that GTA style.
@@ConfusedGeriatric Gabe Newell said it best when he talked about developing half life. "fun is NOT realism, but reinforcement". Every realistic game I have played, I got bored fast. Games that are too unrealistic however, also end up getting stale. The right balance is needed, if a game allows me to suspend my disbelief while not being realistic then it stays fun.
The type of realism I think you are describing at 24:00 I would call un-uncanny valley. I think they had the opportunity to go for photorealism and decided to pull back a bit to avoid facing that problem head on.
I find they spend much more time creating realism on the environments, nature and overall materialistic things. The NPCs look much better than previous titles, but ya they still have that cgi cartoony look to them and I don't mind at all. I prefer seeing realistic attention to details and stuff like animations etc.
Yeah there’s also something compelling and attractive about the cartoony look… if you look at the main characters their eyes are slightly too large, and that makes them more lovable, it subconsciously triggers our responses to children, whose facial proportions are similar (it’s why Disney/Pixar characters have huge eyes). The un-uncanny valley girls are looking smoking in this trailer, tho
The main problem with hair is particles dependency from root to tip for simulation, and then self collision of the hair volume. Root to tip is best achieved by packing all particles of a strand inside a single compute unit, and interpolating strand particles on a spline, and strand group to create more volume. The inter collision is hold by a density texture, like fluid dynamic, where each strand read and write, such as past a certain density, the cell of the 3d texture simulate self collision, this texture look up is what unlock hair simulation. But that's a standard for interactive gpu particles nowadays. The hard part is the hair compute having to read and write to the density texture.
@@kusturucu1015 hair particles in a strand of hair are organized like a bunch of fixed length pendulum in series, which mean calculations happen in a certain order, because you can't process a particle without processing the previous one with the first one being at the root and the last one at the tip. But gpu being massively parallel you can process a single or many strands, which is a series of particles linked together, on a single parallel calculations. To help reduce calculations, you can interpolate fake particles in a single strand between real particles to give more details, using a curve called splines, there is many type of spline but any type can do it. To help further, as there is a huge number of hair strands, you can use selected group of strands and interpolate fake strands between them. But this doesn't give collision between strand, because you will have to test every strands particles against every other strand particles, which mean dependency between all strands, which is why games don't really have real hair even now, too many calculations, that would take day. Instead we use a 3d texture that acts a dynamic look up array for strands, it use big cells with value in it. When computing a strand particles, we read the values to see how much a cell is occupied at that particle position, depending on that value we push the particle that overlap the cell, then once we find the position, the particles add values to that cell. The texture values are called density because it keeps track to how dense a region is, and depending on that density, it influences the calculations at one particles to simulate collision, instead of testing all particles for every particles calculations, we only look at the texture once. This is simular to calculations for fluid simulation like water. Another solution for low end machine, is to do regular bone based simulation on polygon, pass the motion vector to the vertex, and in pixel, group pixel region and use the motion vector to calculate displacement using a spring like calculations, with the motion being the input force into the region applied to the center of the region, and interpolated between region. It will add jiggles per pixel on top of the bone base simulation.
The biggest compliment the devs could receive about the visual design of this game, honestly. Imagine how good it would feel being one of the people behind the game right now and witnessing people in complete disbelief that what you made is even possible.
@@sidewinder86ifyFalse, they didn't hype a thing, it all came from the fans. And Rockstar's games have always surpassed the trailers in graphics quality.
@@blitzwing1 I think even people who don't enjoy sandboxes or Rockstar games get GTA at like a discount for like 10-15 bucks years after release because you can just drive around and shoot stuff. Easy 6-12 hours of fun. GTA V was free for a month in 2018 on epic store.
Aaron Garbut, current head of development / co-studio head at Rockstar North, and also art director, has said in an interview in 2013 with GameInformer: "I think photorealism is a bit of a boring goal, actually. It's not really a goal at all, more an inevitable technical achievement. Pushing Grand Theft Auto a bit towards photorealism has suited its grittier approach, but it's vitally important to give the world and the characters in it their own personality. It's just more fun, more interesting, and - to me at least - a lot more appealing."
I think the hair rendering in Resident Evil 4 Remake was incredible if you set the hair setting to high on PC. However the fact that this looks as good as it does with so many characters on-screen at any given moment is truly impressive
@@mat.phoenix Personally I'd say best character rendering in my book goes to the tech demo that was The Callisto Protocol say what you will about the gameplay and story but the graphics were insane in that "game" also I personally think there has yet to be a hair system that has surpassed TressFX 2/Purehair in Rise of the Tomb Raider AND unlike Hairworks by Nvidia that shit was wayyyy less computationally heavy so it barely impacted performance while giving Lara Croft beautiful flowy hair.
@@mat.phoenix Yah that game still impresses me with it's graphics it just sucks that the studio that made it seem to be doing badly so they can't make something better using the same tech.
Regarding ya'lls comment about stylized photorealism, I think R* hit the look perfectly where if you squint, scenes could pass as photoreal. But they perfectly implemented the right amount of style so on close inspection the character models do not approach the uncanny valley of weirdness.
@@irecordwithaphone1856i don't think they look *worse* but they just look *different* due to them being the main characters and their models are gonna differ a bit. it's like how in rdr 2 there are some npcs that really do look like they're detailed enough to be a part of the main crew LMAO
the mud scene always gets me whenever an Instagram media page posts it, and even if you're just looking at it without squinting or scrolling by its super impressive
@@irecordwithaphone1856 I can see what you see tbh, you aren't crazy. I think what they have went for there, is to make npc's pop more and seem more important to make the world feel more alive. Also don't forget, 80% of the playtime you aren't going to be staring at your characters face. You are going to be interacting with other npc's, shooting cops and gangsters, and stealing vehicles. No point putting a massive amount of effort in to make the MC's look realistic when you don't even see their face most of the time. It could also be just how their priorities work. Maybe they prefer to flesh out everything outside of the MC's first and then focus on the MC last. Maybe these aren't finalised models for the MC's?
The beach shot at 25:51, is incredible. If that is from ordinary, free-roam gameplay, then this world is going to be ridiculous! Besides the absolutely amazing rendering of all the different skin tones (not to mention materials) and effects like the lady getting sun lotion applied, the whole setting where most of the people are either filming, being filmed or otherwise engaged by their phones and the hyper real vibe that could suggest and play to, is very enticing - especially knowing how well Rockstar satirises the world (I still haven't finished GTAV! Last time I played I ended up sitting on Michael's couch watching the TV for so long that I had to go to bed in the real world!!!) Good luck to them and to any other game producers who are going to have to compete with them!
The thing most open world games are missing is high density NPCs and wildlife to make the world feel alive. Cyberpunk is the biggest loser in that regard. I'm glad to see GTA6 is increasing the NPC count.
@@azca.What they (Rockstar) have learned from making RDR2 ecosystems, we'll definitely see here, which makes me excited cuz the simulation of the ecosystems in RDR2 were very impressive. I'm also looking forward to their dynamic weather simulation and see how they'll do tropical storms and even hurricanes!
The only suggesting I have for this super-informative video is to either: 1) Have a lower-third explaining all the jargon AND/OR 2) Say the abbreviation AFTER saying the full phrase. For example, you guys kept saying "SSR" and it didn't click with me that it was "screen space reflections" until one of you said it.
The draw distance is insane, the shot flying over the high rise buildings you can see so so far in the distance, objects seem to be in a decent quality LOD aswell struggle to tell due to compression. The view distance is stunning. Also body physics all around on the beach scene you can see multiple different body movement physics. Hopefully we see a PC version and hopefully it will have the options for a full suite of ray tracing options such as AO/shadows
They seem to have some very realistic muscle physics or something like that. Also the fidelity of the characters is surprisingly high for an open world game with large crowds, at least on the beach scene. I wonder whether they invented some special sort of rendering technology for their engine that makes this possible.
Probably the most fascinating developer when it comes to graphical techniques/decisions. The best episode would be a tech deep dive with them. They seem to have so much proprietary tech that id be super interested to learn more (as im sure the DF crew).
The most impressive elements to me are the character animations and the weather effects. The way the sky looks during the storm at :50 in the original trailer is incredibly realistic.
I bet there are localised water spouts forming during storms & hurricanes which is gonna be a first in the history of these games too. The tropical storm/hurricane weather system was already tested out in RDR2 & the clouds in that one shot give me a heavy vibe that we gonna see addition of new & dynamic weather systems. 🌪️🌊
What i find interesting is that a lot of the cars shown are cars that has been added GTA Online over the years so there will be a interesting comparison to make here when this drops.
Later that night during the release of this GTA VI trailer I went back and watched a few rockstar trailers and I realized the graphic fidelity and textures improved from Trailer 1 of RDR2 vs Trailer 3 of RDR2. I do think that this game may get more polished by the time it releases. Comparing the first trailer of RDR2 to the finished game kind of just proves to me that they do a lot of work up until they’re ready to release their titles and the game will most likely be even better by the time it release whether it’s minimal improvement or a lot.
This game justifies 30fps. If they targeted 60fps, they would have to compromise on game complexity, which would carry over to the PC/ps6 versions. This is what happened to GTA 5. Even on PC you can tell that it's a PS3 game based on the AI and physics. In other words, current gen console owners must make this sacrifice so that the game turns out to be better for all of us in the long term.
You can tell that it's realtime just from the inconsistent frame rate. Some scenes have noticeable stuttering and framedrops. Pre-rendered scenes wouldn't have that.
I'm suprised they didn't point that out but no frames are actually dropped, however the framepacing is borked it's stuttery because the camera isn't moving a consistent distance per frame like it should be.
It means it was rendered using the game engine. It does not mean it was in-game footage, or that the game is actually going to look anything like that. I mean, look at Valve's Source Filmmaker. It's a tool that lets you make video's using the Source engine. All of the TF2 "meet the..." video's were supposedly made using that (or a much earlier version of it, anyway). They're all in-engine. But do they look like the game? Not at all.
I lean heavily towards it being 30fps, given the life cycle of GTA 5 and how I assume Rockstar and Take-Two think about the whole product financials/life cycle in longer terms than most games. It needs to stand up for many years to be the kind of product investment they put in. And I would think that having 30fps means they get to push the fidelity and simulation of the world, so that it stands up for a long time, of what we assume would be a decade or more.
It’s fine if you like 30FPS but also give the option for 60FPS even if there is no raytracing at least give the option to people how they want to play their game 30 or 60FPS or at the very least a 40 FPS option for 120hz display users like many other games on ps5 and series X.
Watch York reacts review. He is a previous employee of Rockstar who worked on Gta5 so you get to hear a review from the perspective of an x rockstar employee. The main thing that was interesting to me was him explaining the difference between cinematic and in game experience. He stated that the trailer uses in game experience which Rockstar always does. He said that the trailer is pretty much exactly how the game is going to look. Even him being an x rockstar employee is excited to play the game and cant wait. No surprise there as we all are excited to play.
I believe scripted cutscenes that look cinematic or animated/cgi are rendered in real time just like they have been for a while, this has certainly been the case since at least gta 4 or 5, one thing that's funny is that sometimes in scripted scenes in both V and RDR2 you can get funny glitches to happen as part of the live game play that get rendered into the cutscene itself
The trailer is certainly rendered in-engine, as usual. Which isn't necessarily a representative of actual in-game quality in motion, just a proof-of-concept type of render. Only RDR 2 imo managed to deliver what was presented in the first few trailers in the most faithful way but like, that was just too obvious.
@@OtavioFesoares Nah, GTA IV was notably different compared to the trailer while GTA V on PS3 and X360 just didn't hold up to the supposed "target render" of the reveal trailer (understandably). Only RDR 2 here, being the most faithful to its own initial target render.
A thought about the hair simulation: I bet it is pre-calculated in cutscenes, but uses a simpler real-time simulation during gameplay (which hasn't been shown in the trailer).
i think what blows my mind the most is that this trailer showcasing gameplay and cutscenes that were made months ago. Most people know that when trailers are made, they're made from footage captured in development and by time its all edited together and ready for release, its been a while and the game has already progressed since then. So the fact it looks this good already, and we still have over a year before it comes out means it'll only look even better by release.
I was watching a video with a former rockstar dev and he was saying they would never release a trailer if it wasn’t running in realtime. He was saying how ever good the trailer looks that how good the game will look when you have it in your hands. Apparently they go through a lot of effort to make sure that happens.
Even if that's true actual gameplay isn't going to be as high fidelity as the cutscenes even in game. Amd it's been TEN YEARS, a lot of policies could change since he or she left. Obviously there are still 2 years left to optimize and polish.
I think it’s worth remembering that most of the senior development team left Rockstar in the gap between V and now (including Benzies), so heck of a lot will have changed, including potentially policies around this kind of thing. Doesn’t mean it’s not RT necessarily, but I wouldn’t put that much stock in what was done there in the past.
Also at the naked man running scene in 13:11 some of the machine went disappear when the man ran in front of it. So the reflection might partially be SSR?
18:17 … even the construction of the door is accurate. See the corner of the door where horizontal peice meets the vertical peice? That line there is exactly how they’re made. Even the frame of the entrance has the line where the door would lock.
It's kind of insane that they're not doing PC day one. It isn't 2005 anymore. PC's are a bigger market than ever and they're just ignoring it. Hell, Rockstar even has their own launcher so they wouldn't need to share revenue with Steam and Epic which means there's way more profit with a PC version. Sony, Xbox, Steam take 30%.
@@ChaseSchleich it's nothing to do with them not caring about pc players, the opposite in fact. Whenever devs like rocksteady go all in on consoles or cdpr go all in on pc, the other thing suffers. R* simply makes them one at a time, to give a quality final product
I think the "tiktok" videos are probably rendered to videos by the devs for use in the game directly, I expect that to work kinda like the internet used to in GTAV, so they need you to be able to scroll through videos without loading all the environment for each one.
An important thing to remember, we are still at least a year and a few months away from the release. Going back to RDR2, we saw in the first trailer that the graphics were not up to the same level and the game is incredibly well optimized. Taking this into account with GTA VI, we will most likely see better looking graphics than what we have seen with this trailer, as well as extremely good optimization for the consoles.
I truly agree, this is the one time it’s ok for all creators to cover the same thing.. I’ve seen about 30 brake down videos since yesterday. They all kinda have the same information… but somehow I’m watching them as if I didn’t know Lmao.. the media coverage for this game alone is outrageous.
Surprised they didn't catch that, you don't need temporal accumulation for render to texture, you'll only see temporal lag/ghosting on ray based effects like SSR and RT Reflections
I noticed in some of the fast or high up camera pans, you can notice a slight judder in a good few of the scenes. Just with R*'s history? I can't recall a big announcement trailer that used pre-rendered stuff. Since IV i've been confident in what i'm looking at. Based on the debug hud in a lot of the leaks using 2070's? It scales up decent to ps5 levels of fidelity. It's just so dense, I feel they've done some coding magic to get such a dense and diverse character count. Very impressed with the tech and i can't wait to see people dig into it in a few years.
The hair stuff is the thing I focused the most upon rewatching the trailer. They're not the best looking hairs in gaming but I think they definitely have the best physics which to me justifies the aliasing.
And it’s the best strategy, because while playing, from a distance or in motion you don’t notice the micro reflections on your hair, but their movement, physics in relation to their movement
The great diversity in body shapes, hair, height, clothing etc. (without looking off/uncanny) is quite impressive. I'm curious to see if this will apply to the generic NPCs you'll meet on the street.
been waiting for this. It looks absolutely insane. Rockstar consistently set a new benchmark in open world games. the double/triple/quadruple dipping is scummy... but at the same time i guess it finances games like this
the ps4/x-one release was desperately needed at the time. You can tell the game just wasn't what R* wanted for the ps3/360. And yes, it allowed GTA6 to have a 2 billion dollar budget. And it shows.
The stylized look kinda seems like spiderman or horizon forbidden west, not quite real but acid trippy hyper-real with promiment features like the eyes and butts stand out and the hair physics is great for all the different nationalities
I wouldn't discard RT shadows as well, even if you find traditional shadow maps rendering traces. They could, as well, use a mix of techniques too. In that long shot of the cars doing donuts at night, the people cast shadows and the lightning is espectacular in blend with all the shadows. That scene only made me doubt they relied only in shadow maps, cause the cascade at that height should be insane and the shadow quality seems consistently good. I didn't catch any cascades in the trailer at all, wich is incredible. So, maybe there's a blend of shadows like in Alan Wake 2?
I wouldn’t be surprised if the PC port had an advanced option for RT Shadows and RT Reflections everywhere instead of a mix of RT and SSR. It’d be kinda odd if GTA 5 (PS5 and XSX/XSS) had RT shadows but GTA 6 didn’t
@@SnrubSource Oh for sure. It would be ridiculous if they don't use the PC port as a graphic display. But, I have my concern as how they abandoned V PC port. Hope this it's not the case tho. I thought that as well, they probably used V to test RT effects for VI. So they obviously can do it.
@@NatrajChaturvedi Trust me, it'll look a league or two better on PC, just like GTA V and RDR2 was. Who knows it could even be fully pathtraced and not use half-assed RT like on the consoles. Also, a 4090 will be old news by then, it'll be towards the end of the 5090 era, with a 6090 peering over the not to distant horizon.
1:00 they have no reason not to release the PC version right away, the leaked videos show the game being built and tested on the PC with DirectX12 and running on multiple GTX and RTX cards ranging from 1080's, 2060's 2080's even the PS3 and Xbox360 launch versions had test logs showing GTA5 running on PC of the time as well. Take2 and Rockstar just want you to double dip or triple dip into your bank account.
I feel like the heads are kinda small - or like everyone is super tall, at least 6 feet, easy. It looks to me like everyone basically has supermodel proportions, in terms of head size to limb length. Of course they've cranked up the thicc a bit, but otherwise it looks like a bunch of supermodel skeletons with varied fleshiness applied. Nobody looks like they're under 6 feet tall in spite of 5'9" being the average male height in the USA.
I don't think its completely rtgi, but mostly voxelGI, software raytracing and ssgi for small details, just like UE5's lumen... because there's no way consoles can do full RTGI, with a world that detailed, unless we're seeing unannounced ps5 pro versions in the trailer.
Yeah. I don't like the term "Lumen", it makes it sound like a single thing. But I assume Rockstar doesn't use virtualized geometry (something like Nanite), given that we only increasingly see software RT outside UE5, like in Alan Wake 2, but nothing like Nanite.
I think it's good and makes perfect sense the devs may be targeting 1440p 30fps gameplay. It gives the game long graphical legs to expand. PS5 and XB1 will be almost a half a decade old when the game releases and no doubt over the next decade R* is planning on releasing enhanced versions for the PC and next 2 console generations where we can get 4k/60fps and beyond gameplay. They'll be milking GTA6 even more than GTA5.
To be fair, this game seems to be targeting 30fps, while Spider-Man 2 is 60fps. If Spider-Man was 30fps only, I’m sure Insomniac would push the graphics even more.
I love the way the characters look almost real but stylized enough that you don't go uncanny. Hyper realistic, so they look human but still like characters in a game. Good stuff there.
In terms of character rendering, R* is barely using any skin sub surface scattering, which they used pretty extensively in RDR2. Hence, the characters (their skin, not the face) in this game look a bit plasticky and unnatural. In both the Matrix Demo and Alan Wake 2, skin sub surface scattering is used extensively to simulate that redness of human skin which makes characters look very natural and realistic. Hope, R* looks into this and adjust the skin SSS and other shading stuff accordingly. The environments on the other hand looks absolutely brilliant.
@@wizzenberry true, increasing SSS quality will hit the fps a lot considering that they are going for high density and variety of NPC density. Though they can give us an option to adjust SSS so that in the future, when we have more powerful hardware, we'll be able to use it freely.
The graphics look crazy. I wonder if some of this stuff will be like a racing game where replays are rendered with noticeably more fidelity and graphical features than the actual gameplay is. If running around really does look like this, it's shameful what other devs are doing. These new consoles are insanely powerful and outside of Insomniac and Remedy, nobody is even trying.
Ps5 is like a 5700XT/6600XT and Ryzen 3700X, would not call them ''insanely powerful'' its really just a mid tier PC from 2018.. but yes, compare it to a weak ps4, they are ''insanely powerful'' Graphics looks good, but kinda ''meh'' vivid colors and much action is not graphic. It says GTA VI will run in 30FPS, is that insane power? Surely 480P also.. yea, no.. stop hype it.
I think I noticed a visible glitch for the first time at 30:28 if you look towards the right side of the screen, you can see some of the npcs are actually standing on top of the water as opposed to in it. Lol. I honestly had no idea how this could possibly run on current gen consoles but I guess it makes sense now and I did notice like fsr or upscaling artifacts in the trailer but it’s crazy how detailed this game looks either way. I’ve been putting off buying a ps5 cause I didn’t really feel like it was worth buying for any of the games that are available right now but I think next year’s gonna be the year I’ll be getting one just because of this game. Lol. Hope there’ll be more fun games to play on it too by then.
Indeed, after watching this video and reading some of the comments, I definitely see artifacts and, like you said, glitches, which prove that it's actually a game, not render. And it's the first time in my life I was happy to see glitches. It's simply amazing - I couldn't believe my eyes when I saw the trailer. Rockstar - magicians.
One thing missing at 33:00 is Rockstars understanding of their unique place in the market. They either knew or realised with GTA5 that they could release a very polished 30fps game and then re-release it PS4 and Xbox One with an almost 1-1 rebuy and another re-release with PS5 etc with more features. I wouldn't be shocked if GTA6 runs at 30fps and then a year later we get the 60fps PS6 version. Out of the 180m units sold I'd put money on 180m units translating to about 100-120m players (which is still insane)
Regarding stylized rather than photorealistic, you mention spiderman, but I think its closer to half-life alyx. Where the lighting quality is dialed up to 11 but the character models aren't exactly designed to look 100% real. Ever so slightly stylized
@@cube2fox I don't think you could fairly look at Eli Vance's HLA model (from the last scene) and say it looks perceptively worse than, say, the corrections officer in this trailer.
@@xtr.7662 is it? They're still somewhat cartoony, some more than others. Lucia and especially the jail lady have very soft features and animated expressions. Super stylized
I am honestly very very glad, that the picture quality isn't pixel perfect, another hint, that this is true ingame graphics. Well, not a single GTA/RDR trailer was non ingame graphics though.
Somethig I noticed is how in the beach scene if you look at the background NPCs one of the sitting ones seems to be floating and most of the others seem to be in an idle static position.
Playing Jedi survivor on ps5 made me absolutely despise FSR, the picture is incredibly unstable with the slightest movement causing havoc on everything.
I'd claim most of the RT effects and other visual perks will be showcased as a reason-why to get the Pro consoles that will probably arrive at the same time.
I imagine the game will come to consoles first, but imagining where RT will be in 2026, when presumably the PC port will release, this game is going to be a generational leap in fidelity. Let's hope the PC release is fully path traced!
Oliver sacrificed his time and volunteered to analyze the strip club. What a brave soul.
😂
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Can't wait for months of DF coverage breaking down twerk physics.
I haven't watched the video yet but I'm here to hear John talk about twerking and if he doesn't I'll be disappointed.
My mom does it really well
@@ihmpallI concur
@@ihmpallgot a video?
I wonder if they mocap it
...for science of course
I'll bet Rockstar devs will love this video. The graphics programmers probably wish they could talk about it, but also simultaneously want to surprise everyone.
Man, that's what I was thinking! This is exactly the type of stuff I would be searching for if I was on that team.
Speaking of, these people are wizards from another universe operating in a the 11th dimension. Shoutout to the devs!
I think there was an article on IGN about an former developer at Rockstar and he claimed everything was in engine and looking that good during gameplay. I think GTAVI will set standards for this generation the way RDR2 did for last.
@@PP7Silenced the IGN article is just referencing a TH-cam video. I saw the video in full. Its a great analysis by the former dev.
@@anony88 isn't the youtube video the official trailer though.
@@PP7Silenced I was talking about the devs reaction. Theres a reaction video of him talking on TH-cam
I love how Digital Foundry can make an enthusiastic 30+ minute video from a 1.5 minute trailer! Gotta love what these guys do !!
Angry Joe made a 1hr video yesterday on this though, but ofcourse Digital Foundry is just mostly about the graphics.
@@Powwpoww what he talked about for an hr in a 1.5 minute trailer?
@@BUPMY1 Just watch it and see
@@BUPMY1mostly speculation and nonsense
The new GameXplain 😊
What I always love about Rockstar trailers is how densely packed with detail they are.
It’s only 90 seconds, but they’re always very deliberate in what they show. Whether it’s story and characters, callbacks to other games, culture references, and their latest advancements in their engine technology.
There’s always a lot to unpack.
They always mal gar. Absolutely correct.
And ON TOP of that: They always just knock it out of the Park ,,art of the trailer" wise. The Editing and music choice and how everything flows together is always just perfect. I still get goosebumps at the scene where the ,,Hammerlady" Clip is shown and then the guy breaks through the table perfectly synced with the drums in ,,Love Is A Long Road" and then you see Jason first with Lucias Voiceover....I live those few seconds.
*Always nail that
@@patriciahofer8704mal gar mal gar mal gar
The question is how much of this is from gameplay or story/mission beats and how much of it is hand crafted just for the trailer sake. And then worked backwards to incorporate all of this into the game before its released. Theres no doubt most/all of this is in engine footage. Might be real time, might not be. It could just be the artistic target set that they should aspire to and know they can reach with optimization. Things like aliased hair says to me its in engine stuff real time unless theyre being big brain and rendering hair at low rez offline.
It's only 90 seconds but Rockstar put so much effort and love into it.
Rockstar doesn’t do CGI/pre-rendered scenes. That’s one of the best parts of knowing their development team is in a league of their own. Going all the way back to GTA 3 with its opening bank heist cutscene… always in-game graphics. I remember someone at Digital Foundry in the past referring to the Rockstar devs as “unrivaled techno wizards” :) I think the hair physics and the dense vegetation stood out to me. Holy moly.
Same with Rocksteady
Didn't we see similar hair in the tomb raider reboot from 2013?
@@gavinderulo12was and still is incredibly expensive.
@@gavinderulo12good ol’ TressFX. Looked cool, but only worked on Lara’s hair, and it was a GPU performance hog lol.
they don’t use pre-rendered scenes but they yank and rip effects and textures around that don’t get fully seen until the PC version is released
I think the transparency of the water looks pretty incredible too. Especially this air scene with the two bridges.
Regarding the art style. It has an illustration/graphic design quality to the characters. Clean outlines, subtly exaggerated proportions. Very reminiscent of Rockstar's GTA promotional art and posters.
Yes, and an extremely specific *type* of illiustration-- those proportions and clean outlines are exactly what you get in the concept art/splash art all over the series.
That scene w/ Lucia at the rooftop pool looks more like the illustrations you see associated w/ gta v than anything they've ever done. Really quite stunning.
Red Dead Redemption 2 had all the pores and blemishes but still also had the illustration quality. We need to stop describing all high fidelity games as photorealistic. Of course they are all illustrations and photorealism is just one style that certain games like Alan Wake II has.
Yeah it has this Hollywood "Bigger than life" feeling to it, which probably is precisely what they want to achieve.
Exactly what came to my mind, too. Illustrated. Spot on.
I don't know about "no pores or blemishes". Maybe on the crowds, but I can definitely see what you're talking about in this trailer especially on the main male character. Perhaps the softer look on the women is to show makeup? but even then she has multiple moles. Other side characters also show plenty of skin imperfections.
What I love about DF is - these guys do not screw around. They talk indepth tech, most of the time second by second/ms by ms, and they consistently (all videos!) remain on topic. They don't go off on 5+ minute off topic rants. This is just pure raw gaming tech and they're so quick to cover the big new stuff as well as retro stuff! Couldn't ask for better content :D
There was something so magical about exploring the world in GTA V. Same goes for RDR2, I think I’ll spend hours on GTA VI just walking around, interacting with NPC’s, checking out every little detail, ugh it’s gonna be a long year waiting for this. But damn it’ll be worth it.
Im just glad its finally officall, 2024 gonna be long for sure though
@@PanPrezeso2023 has gone incredibly fast. In a year from now we will likely be a couple months from launch.
Almost 2 years , every gta came out in October
Gta 5 was ass 😂 lmao especially on release you must be young.
It's kinda theraputic to take a night drive through the Vinewood Hills, past the observatory, around Mt. Chiliad, by the wind farm, and finally hopping back on the LS Freeway
all while cranking Bob Seger, Billy Squire, and Robert Plant on LS Rock. Winters get cold and nasty where I live. So, it's doubly nice to get that kind of experience.
That very crowded beach shot was the most amazing thing to me, can’t remember seeing anything like that amount of life in a game
that scene is crazy but after rdr2 in 2018 i trust in rockstar to make it happen
Asssassins creed unity would be the closest thing I can think of
@@sora4786 No way that is this detailed, not even close, even Hitman Absolution had huge crowd density even in the Xbox 360 era, even Cyberpunk 2077 does great crowd density with great detail but we haven't seen anything like that before, the detail of NPC's in GTA VI is far better, well according to this trailer, hoping it holds true.
@@sora4786Correct abd that game on Xbox Series X is simply amazing to go back to play considering the direction AC games have taken.
A remaster of that game and or a sequel to that game is my dream for the franchise or put it on hiatus and truly reboot or remaster Prince of Persia.
@@sora4786 that’s true, AC Unity had a lot of people in the streets. Cyberpunk pretty good too
The months of DF coverage of GTA VI gives me something to look forward to. Thanks for everything you do guys!
me too man, cant waittttt
What a sad life lol
@@jarlwhiterun7478 That's extremely rude
The years...
@@NikHem343 Most idiots on the internet are extremely rude.
Clouds and Weather weren't mentioned, but looked like a Hurricane rolling in on the shot of the gas station. Having insane weather will add so much to the authentic Florida parallel.
Red dead 2 had great cloud simulations etc so I imagine gta 6 will look insane.
Even tho it will be hard to implement, extreme weather like hurricanes would be so sick
Hopefully, the next trailer shows more of the weather
If they actually have hurricanes, they need to add ragdoll physics if you stay out in the hurricane. That would be hilarious.
That “Yeah” at 27:02 was so in sync like nerds geeking out coming to similar conclusions. Love you guys so so much.
A sign of true brothers right in sync
YEEEAH
The insane difference in visuals once the Spiderman 2 comparison shots came in illustrate perfectly the disparity between targeting 30 vs 60fps as default.
yeah people can't expect much from next gen graphics if the target is 60 fps
@@Spoopy_man even if we play this on the future ps5 pro? I mean 4k60fps were supposed to be the standard this gen, right?
@@mpr9564 4k 30 or 1440 60 is my bet for this game on ps5 pro and just 1440 30 for standard ps5.
@@mpr95644k60 would've taken up the whole GPU and memory performance increases of the 9th generation when using the same level of graphics from the 8th gen, upscale techniques became a necessity rather than a commodity in order to improve graphics
@@mpr95644K60 standard? No that was never promised, it's a popular myth. These are $500 machines, let's be grateful they can accomplish what they already can.
The crowded beach is pretty amazing. Not to be too macabre, but I actually wonder how the game would hold up in terms of FPS if you drove a car through it with all the collision physics. Someone needs to do that, purely for academic purposes obviously
It'll be smooooooth.
If it is as this trailer, im guessing it'll probably be similar to how gta 5 handles on the ps4/xbox one, where the frame rate will be stable but can significantly tank when there's tons of alpha and objects/people ragdolling everywhere. One thing im sceptical about, is how dense everything is, will the ps5/series x(let alone series s) even be able to keep up? Is our storage space able to keep up?
Rdr2 was around 160gb, and that game was mostly just vegetation💀
@@forrandomsites3336 rockstar is fully aware of the cyberpunk 2077 debacle of promises not kept. And yet, rockstar filled their trailer with “impossible” never before seen things… they fully intend to keep those promises.
@@forrandomsites3336 what? And what Plattform was Rdr2 160gb? Also, wasn't that an issue with hard drives needing to store assets multiple times incase of a cicle miss? This is no longer necessary on ssds.
@@forrandomsites3336well we have compression engines, SSD’s so less of a need for duplicated assets to help hold things up
You know a channel means business when they make an 35+ min analysis of a 1:30 trailer.
@brunoutechkaheeros1182110mln views in 1 day and its just game trailer. Holyyy😅
Are you new to this channel? They analize graphics to a meticulous degree.
🤣with all the joy of the scrooge
except making this trailer probably took at least a month
@brunoutechkaheeros1182 lol and much of the previous decade
This DF crew feeling shame from analyzing these scenes killed me. I was laughing so hard during this video.
I mean.. pixels won't count itself
I don't understand why a trio of nerds being oddly uncomfortable by the sight of some digital boobs is somehow admirable.
I can't wait to hear from Richard when its's time to discuss the state of the art twearking physics
Historically, all the stuff Rockstar shows in their trailers has been pretty spot on if not literally shot for shot in the game.
To add up on it, most of the times the visuals have actually improved since the 1st trailer
@@yourpaljake6024 True, I wonder how much better they can make it look and run in the 2 years or so until release
Yeah but in V all of the reveal trailer stuff was either just found on the intro of the game or were curated scenarios not actually seen in game, but it was real time
@@alexsilva28 That's kind of my point, even if the exact scenarios aren't in the final game it's still a good indication of what you can expect on launch.
its even more amazing because you see all the vram warnings in the leaked footage lol
I wish you guys touched on what looks like the volumetric cloud system from RDR2 being in the new GTA which is going to be amazing. RDR2 has such good clouds.
I remember seeing 2 years ago a leaker said that the clouds in GTA 6 were using the same technology as the clouds from RDR2 and the hot air balloon mission was a huge test for GTA 6. So I guess he wasn’t lying
I like that GTA VI takes more from Read Dead Redemption 2 and Cyberpunk 2077 than GTA V.
When Rockstar revealed RDR2, the visuals were incredible, especially for an open world game. I had my doubts that the final game would be a reflection of the trailer. But no, R* managed to deliver, managing to squeeze the most out of the last gen consoles. I have no doubts they’ll deliver another technical masterpiece once again, especially with much improved specs of the newer consoles
You can actually see an improvement over the course of the trailers up until release. We saw something similar with gta 5.
In retrospect it’s wild they got RDR2 running a ps4/Xone
@@bxntaiii yeah. It completely blew me away playing it on a xbox one x at native 4k at launch. The jump from previews games of that generation was massive. I remember thinking that AC odyssey, which launched around the same time, looked like a mobile game in comparison.
@@gavinderulo12I have no doubts GTA6 trailers will also improve
@@bxntaiiiright, considering how bad the Jaguar CPUs were
There is no doubt everything the trailer is recorded directly in-game as seen in previous Rockstar trailers. Even 2kliksphillip jokingly made a video pointing out the flaws of the graphics, proving it's not pre-rendered CGI. I'm truly impressed with the hair physics the most since we've never seen anything like it, and it's even more impressive that the game will be able to render NPCs hair physics as well (as seen in the trailer). I can't wait to see how well the performance is when rendering a lively environment with NPCs around.
Forspoken had good hair physics on Frey but we only see it in the beginning
Tbf it doesn't have nearly as much NPCs
Alice Madness returns also has good hair physics
Eh, hair physics like that is already present in the Tomb Raider Trilogy games.
Its not pre-rendered, but its curated. Choreographed. It happened in gta 5 too. NPC's doing behaviors they may not do in-game. But still great
yeah on a 4K Display its easy to spot a very FSR-ish look overall. Especially in the shot where a plane flys across the sky and it leaves a trail of pixel noise. Great to see the honesty.
This game is pretty but nothing mindblowing just like GTAV was. Remember this is going to release in 2025 which is presumably end of current generation just like with GTA V. Cyberpunk and other PC centric games will be much better. If rockstar decides to release the game for PC then if they could implement full path tracing then it could be one of the best looking games, but I believe their material pipeline is outdatet to be hones. Game has this art/comics feeling to it.
The thing I liked the most is that even though it looks better than ever, it all had a GTA look to it. It doesn't look like it's aiming for just realism. It looks fun, it looks expressive in that GTA style.
GTA games have never had a realistic art style for the characters and environments!
Games can still look good no matter the art style.
Agreed. GTA often has this “larger than life” vibe - more vibrant, stylish and bombastic than straight realistic
@@ConfusedGeriatric Gabe Newell said it best when he talked about developing half life. "fun is NOT realism, but reinforcement". Every realistic game I have played, I got bored fast. Games that are too unrealistic however, also end up getting stale. The right balance is needed, if a game allows me to suspend my disbelief while not being realistic then it stays fun.
The type of realism I think you are describing at 24:00 I would call un-uncanny valley. I think they had the opportunity to go for photorealism and decided to pull back a bit to avoid facing that problem head on.
Yeah it is stylised like GTA5. RDR2 was Photo real but mixed with a photo real painting style so they are good at finding the Right Blance.
So...the canny valley?
I find they spend much more time creating realism on the environments, nature and overall materialistic things.
The NPCs look much better than previous titles, but ya they still have that cgi cartoony look to them and I don't mind at all. I prefer seeing realistic attention to details and stuff like animations etc.
Yeah there’s also something compelling and attractive about the cartoony look… if you look at the main characters their eyes are slightly too large, and that makes them more lovable, it subconsciously triggers our responses to children, whose facial proportions are similar (it’s why Disney/Pixar characters have huge eyes). The un-uncanny valley girls are looking smoking in this trailer, tho
@@sub-jec-tivweeb
I absolutely want more zooming into the corners of a single frame, no one else does it, don't let parody Foundry get in the way!
You guys are the biggest nerds. Never change. I'm here for it
The main problem with hair is particles dependency from root to tip for simulation, and then self collision of the hair volume. Root to tip is best achieved by packing all particles of a strand inside a single compute unit, and interpolating strand particles on a spline, and strand group to create more volume. The inter collision is hold by a density texture, like fluid dynamic, where each strand read and write, such as past a certain density, the cell of the 3d texture simulate self collision, this texture look up is what unlock hair simulation. But that's a standard for interactive gpu particles nowadays. The hard part is the hair compute having to read and write to the density texture.
Could you reduce it to the layman's terms pls?
@@kusturucu1015 hair particles in a strand of hair are organized like a bunch of fixed length pendulum in series, which mean calculations happen in a certain order, because you can't process a particle without processing the previous one with the first one being at the root and the last one at the tip. But gpu being massively parallel you can process a single or many strands, which is a series of particles linked together, on a single parallel calculations. To help reduce calculations, you can interpolate fake particles in a single strand between real particles to give more details, using a curve called splines, there is many type of spline but any type can do it. To help further, as there is a huge number of hair strands, you can use selected group of strands and interpolate fake strands between them. But this doesn't give collision between strand, because you will have to test every strands particles against every other strand particles, which mean dependency between all strands, which is why games don't really have real hair even now, too many calculations, that would take day. Instead we use a 3d texture that acts a dynamic look up array for strands, it use big cells with value in it. When computing a strand particles, we read the values to see how much a cell is occupied at that particle position, depending on that value we push the particle that overlap the cell, then once we find the position, the particles add values to that cell. The texture values are called density because it keeps track to how dense a region is, and depending on that density, it influences the calculations at one particles to simulate collision, instead of testing all particles for every particles calculations, we only look at the texture once. This is simular to calculations for fluid simulation like water. Another solution for low end machine, is to do regular bone based simulation on polygon, pass the motion vector to the vertex, and in pixel, group pixel region and use the motion vector to calculate displacement using a spring like calculations, with the motion being the input force into the region applied to the center of the region, and interpolated between region. It will add jiggles per pixel on top of the bone base simulation.
Now on Star Citizen last update, we have new hair sim awesome !
A nearly 36 minute discussion on a 90 second trailer. I'm here for it!
The fact that we are discussing if the trailer is real time or is it CGI just shows how amazing this game will be graphically. It will be a real leap.
The biggest compliment the devs could receive about the visual design of this game, honestly.
Imagine how good it would feel being one of the people behind the game right now and witnessing people in complete disbelief that what you made is even possible.
@@Reds-Retros Same happened with the Fable trailer. R* is simply in another league.
@@tylermartin7245 of overhype the product, yes.
@@sidewinder86ifyFalse, they didn't hype a thing, it all came from the fans. And Rockstar's games have always surpassed the trailers in graphics quality.
@@blitzwing1 I think even people who don't enjoy sandboxes or Rockstar games get GTA at like a discount for like 10-15 bucks years after release because you can just drive around and shoot stuff. Easy 6-12 hours of fun. GTA V was free for a month in 2018 on epic store.
Aaron Garbut, current head of development / co-studio head at Rockstar North, and also art director, has said in an interview in 2013 with GameInformer: "I think photorealism is a bit of a boring goal, actually. It's not really a goal at all, more an inevitable technical achievement. Pushing Grand Theft Auto a bit towards photorealism has suited its grittier approach, but it's vitally important to give the world and the characters in it their own personality. It's just more fun, more interesting, and - to me at least - a lot more appealing."
I think the hair rendering in Resident Evil 4 Remake was incredible if you set the hair setting to high on PC. However the fact that this looks as good as it does with so many characters on-screen at any given moment is truly impressive
True... But the best character to date is Jill Valentine in Re3... The amount of detail and motion capture acting was and still is top notch.
@@mat.phoenix Personally I'd say best character rendering in my book goes to the tech demo that was The Callisto Protocol say what you will about the gameplay and story but the graphics were insane in that "game" also I personally think there has yet to be a hair system that has surpassed TressFX 2/Purehair in Rise of the Tomb Raider AND unlike Hairworks by Nvidia that shit was wayyyy less computationally heavy so it barely impacted performance while giving Lara Croft beautiful flowy hair.
@@theninjamaster67 it was a great tech, callisto, I admit.
@@mat.phoenix Yah that game still impresses me with it's graphics it just sucks that the studio that made it seem to be doing badly so they can't make something better using the same tech.
Regarding ya'lls comment about stylized photorealism, I think R* hit the look perfectly where if you squint, scenes could pass as photoreal. But they perfectly implemented the right amount of style so on close inspection the character models do not approach the uncanny valley of weirdness.
Am I the only who feels like Jason and Lucia's models look a bit less realistic than NPC models? Maybe I'm just crazy
@@irecordwithaphone1856i don't think they look *worse* but they just look *different* due to them being the main characters and their models are gonna differ a bit. it's like how in rdr 2 there are some npcs that really do look like they're detailed enough to be a part of the main crew LMAO
the mud scene always gets me whenever an Instagram media page posts it, and even if you're just looking at it without squinting or scrolling by its super impressive
@@irecordwithaphone1856 maybe theyre more stylized so that they stand out more and show more personality through their looks
@@irecordwithaphone1856 I can see what you see tbh, you aren't crazy. I think what they have went for there, is to make npc's pop more and seem more important to make the world feel more alive. Also don't forget, 80% of the playtime you aren't going to be staring at your characters face. You are going to be interacting with other npc's, shooting cops and gangsters, and stealing vehicles. No point putting a massive amount of effort in to make the MC's look realistic when you don't even see their face most of the time.
It could also be just how their priorities work. Maybe they prefer to flesh out everything outside of the MC's first and then focus on the MC last. Maybe these aren't finalised models for the MC's?
The beach shot at 25:51, is incredible.
If that is from ordinary, free-roam gameplay, then this world is going to be ridiculous!
Besides the absolutely amazing rendering of all the different skin tones (not to mention materials) and effects like the lady getting sun lotion applied, the whole setting where most of the people are either filming, being filmed or otherwise engaged by their phones and the hyper real vibe that could suggest and play to, is very enticing - especially knowing how well Rockstar satirises the world (I still haven't finished GTAV! Last time I played I ended up sitting on Michael's couch watching the TV for so long that I had to go to bed in the real world!!!)
Good luck to them and to any other game producers who are going to have to compete with them!
Cynberpunk could've come close but greed got to CDPR. R* is the only dev in the industry that continues to push limits.
The thing most open world games are missing is high density NPCs and wildlife to make the world feel alive. Cyberpunk is the biggest loser in that regard. I'm glad to see GTA6 is increasing the NPC count.
@@azca.What they (Rockstar) have learned from making RDR2 ecosystems, we'll definitely see here, which makes me excited cuz the simulation of the ecosystems in RDR2 were very impressive. I'm also looking forward to their dynamic weather simulation and see how they'll do tropical storms and even hurricanes!
There is not a single developer trying to compete with Gta lol. They just play around with their release dates to not be around Rockstar's
The only suggesting I have for this super-informative video is to either:
1) Have a lower-third explaining all the jargon
AND/OR
2) Say the abbreviation AFTER saying the full phrase.
For example, you guys kept saying "SSR" and it didn't click with me that it was "screen space reflections" until one of you said it.
Its great to see Lester alive and well
I’m excited to see the car physics and how it will work
I hope it's more like GTA IV than V.
If the wanted system isn't on point this game is dead
@@SOLIDSNAKE.You say that as if in GTA it was bad
@@tylermartin7245 GTA5 had far superior car physics that GTA4. GTA4 felt like you're on ice. I hated it.
@@blaynestaleypro and V felt like cars were glued to the Ground xD i'd say a mix of these 2 between would be it
The draw distance is insane, the shot flying over the high rise buildings you can see so so far in the distance, objects seem to be in a decent quality LOD aswell struggle to tell due to compression. The view distance is stunning. Also body physics all around on the beach scene you can see multiple different body movement physics. Hopefully we see a PC version and hopefully it will have the options for a full suite of ray tracing options such as AO/shadows
They seem to have some very realistic muscle physics or something like that. Also the fidelity of the characters is surprisingly high for an open world game with large crowds, at least on the beach scene. I wonder whether they invented some special sort of rendering technology for their engine that makes this possible.
The draw distance reminds me of red dead 2. But more impressive since it's a dense urban setting.
@@cube2foxKeep in mind that this is all cutscenes, so we don't know how well character animation will hold up during game play.
I might get a pc for this game later cause damn if looks this good on consoles I can only imagine
30fps lol
Probably the most fascinating developer when it comes to graphical techniques/decisions. The best episode would be a tech deep dive with them. They seem to have so much proprietary tech that id be super interested to learn more (as im sure the DF crew).
Can't believe you guys didn't mention the water, it looks amazing.
The most impressive elements to me are the character animations and the weather effects. The way the sky looks during the storm at :50 in the original trailer is incredibly realistic.
Yes, weather effects in RDR2 were already very impressive and that’s on PS4.
The best shot in this trailer is the street with all the cars and colorful buildings imo. The lighting and level of detail looks amazing.
I bet there are localised water spouts forming during storms & hurricanes which is gonna be a first in the history of these games too.
The tropical storm/hurricane weather system was already tested out in RDR2 & the clouds in that one shot give me a heavy vibe that we gonna see addition of new & dynamic weather systems. 🌪️🌊
Agreed on the weather effects but many of the character animations look uncanny to me. They are way too smooth imo
@@alexsilva28 they look very rockstar to me
Loved every second of this. Yall making fun and actually leaning into being a parody of yourselves is just gold. Cant wait for more breakdowns lol
If DF is becoming a parody of itself - it's a parody of the best out there! Keep it up you amazing dorks!
This video is very solid. Even with some funny or awkward moments these guys are geniuses and the content is super good.
What i find interesting is that a lot of the cars shown are cars that has been added GTA Online over the years so there will be a interesting comparison to make here when this drops.
Later that night during the release of this GTA VI trailer I went back and watched a few rockstar trailers and I realized the graphic fidelity and textures improved from Trailer 1 of RDR2 vs Trailer 3 of RDR2. I do think that this game may get more polished by the time it releases. Comparing the first trailer of RDR2 to the finished game kind of just proves to me that they do a lot of work up until they’re ready to release their titles and the game will most likely be even better by the time it release whether it’s minimal improvement or a lot.
You had so much fun breaking down this trailer! Awesome to hear the analysis from you guys
This game justifies 30fps. If they targeted 60fps, they would have to compromise on game complexity, which would carry over to the PC/ps6 versions.
This is what happened to GTA 5. Even on PC you can tell that it's a PS3 game based on the AI and physics.
In other words, current gen console owners must make this sacrifice so that the game turns out to be better for all of us in the long term.
Exactly. I don’t get why people are so mad the current gen consoles just aren’t that strong 😂
You can tell that it's realtime just from the inconsistent frame rate. Some scenes have noticeable stuttering and framedrops. Pre-rendered scenes wouldn't have that.
I'm suprised they didn't point that out but no frames are actually dropped, however the framepacing is borked it's stuttery because the camera isn't moving a consistent distance per frame like it should be.
It means it was rendered using the game engine. It does not mean it was in-game footage, or that the game is actually going to look anything like that. I mean, look at Valve's Source Filmmaker. It's a tool that lets you make video's using the Source engine. All of the TF2 "meet the..." video's were supposedly made using that (or a much earlier version of it, anyway). They're all in-engine. But do they look like the game? Not at all.
Would love to see you guys have a rockstar dev on to talk about their engine and the trailer
Rockstar is extremelly hush hush about their development process. I don't think I've never seen a dev of theirs giving interviews
I lean heavily towards it being 30fps, given the life cycle of GTA 5 and how I assume Rockstar and Take-Two think about the whole product financials/life cycle in longer terms than most games. It needs to stand up for many years to be the kind of product investment they put in. And I would think that having 30fps means they get to push the fidelity and simulation of the world, so that it stands up for a long time, of what we assume would be a decade or more.
Thats more than obvious especially with the outdated cpus on console
I think the PS5 Pro may get 45-60fps.
@@Chrisallengallery yeah maybe
It’s fine if you like 30FPS but also give the option for 60FPS even if there is no raytracing at least give the option to people how they want to play their game 30 or 60FPS or at the very least a 40 FPS option for 120hz display users like many other games on ps5 and series X.
@@xacvhFAsif its gonna run on series s then we will probably get 60fps mode, time will tell
Watch York reacts review. He is a previous employee of Rockstar who worked on Gta5 so you get to hear a review from the perspective of an x rockstar employee. The main thing that was interesting to me was him explaining the difference between cinematic and in game experience. He stated that the trailer uses in game experience which Rockstar always does. He said that the trailer is pretty much exactly how the game is going to look. Even him being an x rockstar employee is excited to play the game and cant wait. No surprise there as we all are excited to play.
I believe scripted cutscenes that look cinematic or animated/cgi are rendered in real time just like they have been for a while, this has certainly been the case since at least gta 4 or 5, one thing that's funny is that sometimes in scripted scenes in both V and RDR2 you can get funny glitches to happen as part of the live game play that get rendered into the cutscene itself
Yeah. That’s what I think, too.
The trailer is certainly rendered in-engine, as usual. Which isn't necessarily a representative of actual in-game quality in motion, just a proof-of-concept type of render.
Only RDR 2 imo managed to deliver what was presented in the first few trailers in the most faithful way but like, that was just too obvious.
@@GuyWhoLikesTheSnarkies1435 GTA IV, GTA V, RDR 2 delivered the same visuals as the trailers.
@@OtavioFesoares Nah, GTA IV was notably different compared to the trailer while GTA V on PS3 and X360 just didn't hold up to the supposed "target render" of the reveal trailer (understandably). Only RDR 2 here, being the most faithful to its own initial target render.
@@OtavioFesoaresnot really and I played GTA 5 across 3 platforms. It was close tho.
Forgot to mention I love that you guys dig so deep into graphics and explain what devs are trying to do 😍
A thought about the hair simulation: I bet it is pre-calculated in cutscenes, but uses a simpler real-time simulation during gameplay (which hasn't been shown in the trailer).
Ollie’s going to grow his hair out just to test how realistic the hair physics is. He’s that dedicated
i think what blows my mind the most is that this trailer showcasing gameplay and cutscenes that were made months ago. Most people know that when trailers are made, they're made from footage captured in development and by time its all edited together and ready for release, its been a while and the game has already progressed since then. So the fact it looks this good already, and we still have over a year before it comes out means it'll only look even better by release.
I was watching a video with a former rockstar dev and he was saying they would never release a trailer if it wasn’t running in realtime. He was saying how ever good the trailer looks that how good the game will look when you have it in your hands. Apparently they go through a lot of effort to make sure that happens.
Even if that's true actual gameplay isn't going to be as high fidelity as the cutscenes even in game. Amd it's been TEN YEARS, a lot of policies could change since he or she left. Obviously there are still 2 years left to optimize and polish.
@@Wobbothe3rdrdr2 proves that wrong.
I think it’s worth remembering that most of the senior development team left Rockstar in the gap between V and now (including Benzies), so heck of a lot will have changed, including potentially policies around this kind of thing. Doesn’t mean it’s not RT necessarily, but I wouldn’t put that much stock in what was done there in the past.
Also at the naked man running scene in 13:11 some of the machine went disappear when the man ran in front of it. So the reflection might partially be SSR?
Glad to see three of you for this breakdown such a treat! The hair physics are crazy in this trailer
The back and forward on the Florida Man crotch grab in an attempt to focus on the tow truck in the background... Digital Foundry - you've peaked. 🤣
18:17 … even the construction of the door is accurate. See the corner of the door where horizontal peice meets the vertical peice? That line there is exactly how they’re made. Even the frame of the entrance has the line where the door would lock.
The game looks stunning. Rockstar always push the technology foward.
Cant wait for the PC version
And yet, you must.
@@phant0mdummyhow long do you reckon? I've got a 4090 here polishing its nails 💅
@@terryhaircastle5702 Going by the previous games, at least a year unfortunately. But we might be on RTX 6000 by then.
It's kind of insane that they're not doing PC day one. It isn't 2005 anymore. PC's are a bigger market than ever and they're just ignoring it. Hell, Rockstar even has their own launcher so they wouldn't need to share revenue with Steam and Epic which means there's way more profit with a PC version. Sony, Xbox, Steam take 30%.
@@ChaseSchleich it's nothing to do with them not caring about pc players, the opposite in fact. Whenever devs like rocksteady go all in on consoles or cdpr go all in on pc, the other thing suffers. R* simply makes them one at a time, to give a quality final product
RIP to those who didn't live long enough for this Digital Foundry analysis video. Years in the making.
Been here since the 7th gen gta5 comparisons, drop a 💀 for all those who didn’t make it.
I think the "tiktok" videos are probably rendered to videos by the devs for use in the game directly, I expect that to work kinda like the internet used to in GTAV, so they need you to be able to scroll through videos without loading all the environment for each one.
Ah yes, the classic "6.5/10 stairstep bikini top pixel counting" technique.
An important thing to remember, we are still at least a year and a few months away from the release. Going back to RDR2, we saw in the first trailer that the graphics were not up to the same level and the game is incredibly well optimized. Taking this into account with GTA VI, we will most likely see better looking graphics than what we have seen with this trailer, as well as extremely good optimization for the consoles.
I truly agree, this is the one time it’s ok for all creators to cover the same thing.. I’ve seen about 30 brake down videos since yesterday. They all kinda have the same information… but somehow I’m watching them as if I didn’t know Lmao.. the media coverage for this game alone is outrageous.
12:36 Car in the mirror also has ray traced rendering artifacts that I think you don’t see typically in render to texture
Surprised they didn't catch that, you don't need temporal accumulation for render to texture, you'll only see temporal lag/ghosting on ray based effects like SSR and RT Reflections
I noticed in some of the fast or high up camera pans, you can notice a slight judder in a good few of the scenes. Just with R*'s history? I can't recall a big announcement trailer that used pre-rendered stuff. Since IV i've been confident in what i'm looking at. Based on the debug hud in a lot of the leaks using 2070's? It scales up decent to ps5 levels of fidelity. It's just so dense, I feel they've done some coding magic to get such a dense and diverse character count. Very impressed with the tech and i can't wait to see people dig into it in a few years.
The fact that they use the hair from Horses in RDR2 to simulate real hair in GTA 6 is great achievements
The hair stuff is the thing I focused the most upon rewatching the trailer. They're not the best looking hairs in gaming but I think they definitely have the best physics which to me justifies the aliasing.
And it’s the best strategy, because while playing, from a distance or in motion you don’t notice the micro reflections on your hair, but their movement, physics in relation to their movement
The great diversity in body shapes, hair, height, clothing etc. (without looking off/uncanny) is quite impressive. I'm curious to see if this will apply to the generic NPCs you'll meet on the street.
Beyond graphics, the animation for me is what looks more stunning in this trailer.
been waiting for this. It looks absolutely insane. Rockstar consistently set a new benchmark in open world games.
the double/triple/quadruple dipping is scummy... but at the same time i guess it finances games like this
you are DEFINITIVEly wrong.
@@joejoe2658nah, you are. Dont talk shit
@joejoe2658 wasn't made by them and rdr2 is better than your fave game
Buying it several times is choice tho. No one is making you buy it twice or more.
the ps4/x-one release was desperately needed at the time. You can tell the game just wasn't what R* wanted for the ps3/360. And yes, it allowed GTA6 to have a 2 billion dollar budget. And it shows.
"hey Oliver what did you think about the strip club"
"The lighting on the characters' feet was really nice"
I work in Miami, it is insane how good they have depicted the various neighborhoods of Miami and South Florida. I can’t wait to play this.
Could not wait for this DF does not disappoint.
The stylized look kinda seems like spiderman or horizon forbidden west, not quite real but acid trippy hyper-real with promiment features like the eyes and butts stand out and the hair physics is great for all the different nationalities
I wouldn't discard RT shadows as well, even if you find traditional shadow maps rendering traces. They could, as well, use a mix of techniques too. In that long shot of the cars doing donuts at night, the people cast shadows and the lightning is espectacular in blend with all the shadows. That scene only made me doubt they relied only in shadow maps, cause the cascade at that height should be insane and the shadow quality seems consistently good. I didn't catch any cascades in the trailer at all, wich is incredible. So, maybe there's a blend of shadows like in Alan Wake 2?
I wouldn’t be surprised if the PC port had an advanced option for RT Shadows and RT Reflections everywhere instead of a mix of RT and SSR. It’d be kinda odd if GTA 5 (PS5 and XSX/XSS) had RT shadows but GTA 6 didn’t
@@SnrubSource Oh for sure. It would be ridiculous if they don't use the PC port as a graphic display. But, I have my concern as how they abandoned V PC port. Hope this it's not the case tho.
I thought that as well, they probably used V to test RT effects for VI. So they obviously can do it.
PC cvks happily waiting to buy the game one year later once again to experience lighter shadows on their 4090s 🤦♀
@@NatrajChaturvedi Trust me, it'll look a league or two better on PC, just like GTA V and RDR2 was. Who knows it could even be fully pathtraced and not use half-assed RT like on the consoles. Also, a 4090 will be old news by then, it'll be towards the end of the 5090 era, with a 6090 peering over the not to distant horizon.
@@fafski1199 yeah as I said enjoy it... meanwhile console players would enjoyed the and moved on once again.
1:00 they have no reason not to release the PC version right away, the leaked videos show the game being built and tested on the PC with DirectX12 and running on multiple GTX and RTX cards ranging from 1080's, 2060's 2080's even the PS3 and Xbox360 launch versions had test logs showing GTA5 running on PC of the time as well. Take2 and Rockstar just want you to double dip or triple dip into your bank account.
The PC version will be superior... Until the release on PS6.
@@ThePowerLoverpc version will still be superior
I feel like the heads are kinda small - or like everyone is super tall, at least 6 feet, easy. It looks to me like everyone basically has supermodel proportions, in terms of head size to limb length. Of course they've cranked up the thicc a bit, but otherwise it looks like a bunch of supermodel skeletons with varied fleshiness applied. Nobody looks like they're under 6 feet tall in spite of 5'9" being the average male height in the USA.
I don't think its completely rtgi, but mostly voxelGI, software raytracing and ssgi for small details, just like UE5's lumen...
because there's no way consoles can do full RTGI, with a world that detailed, unless we're seeing unannounced ps5 pro versions in the trailer.
Yeah. I don't like the term "Lumen", it makes it sound like a single thing. But I assume Rockstar doesn't use virtualized geometry (something like Nanite), given that we only increasingly see software RT outside UE5, like in Alan Wake 2, but nothing like Nanite.
@@cube2fox Isn't Nanite just UE5's version of mesh shaders. Which a few games have used like Alan wake 2.
Consoles can do full RTGI, but only at lower resolutions. See the Minecraft RTX demo on Series consoles
@@Tech-is1xy I don't know, but they do seem quite similar. Really strange. I don't even know whether Nanite makes use of mesh shaders.
I think it's good and makes perfect sense the devs may be targeting 1440p 30fps gameplay. It gives the game long graphical legs to expand. PS5 and XB1 will be almost a half a decade old when the game releases and no doubt over the next decade R* is planning on releasing enhanced versions for the PC and next 2 console generations where we can get 4k/60fps and beyond gameplay. They'll be milking GTA6 even more than GTA5.
Praying for a 1080p 60 mode..if not. i might need to save up for a pro..cause damn this looks good
1080p 60 fps Im happy
In 30 fps mode it will be 4k upsampling. Why do you bother with native rendering?
When It switches from GTA VI to Spider Man 2 It looks so different, almost the differences between generations in graphics.
Yes, and Insomniac is already such a good development studio. The devs at Rockstar are just on another level
Insomniac is an amazing developer but GTA is made by a company that has made BILLIONS lol
To be fair, this game seems to be targeting 30fps, while Spider-Man 2 is 60fps. If Spider-Man was 30fps only, I’m sure Insomniac would push the graphics even more.
It’s crazy because Spider-Man 2 is considered a great looking game right now and it looks so bad in comparison
I love the way the characters look almost real but stylized enough that you don't go uncanny. Hyper realistic, so they look human but still like characters in a game. Good stuff there.
It's very difficult when you want your game to be revolutionary and you don't have new hardware in consoles , But I'm sure Rockstar Games can do it.
They managed gta 5 on 512mb of ram and outded cpu/gpu (x360/ps3)
They are optimization kings these days, so lets hope for the best
I mean RDR2 launched on Base PS4 and XB1 and I think it took till Alan Wake II since we got an modern Game that absolutely rivals its graphics
In terms of character rendering, R* is barely using any skin sub surface scattering, which they used pretty extensively in RDR2. Hence, the characters (their skin, not the face) in this game look a bit plasticky and unnatural. In both the Matrix Demo and Alan Wake 2, skin sub surface scattering is used extensively to simulate that redness of human skin which makes characters look very natural and realistic. Hope, R* looks into this and adjust the skin SSS and other shading stuff accordingly. The environments on the other hand looks absolutely brilliant.
Might want to hold off. RDR2 looked much better on release than in the early trailers
@@ImGonnaFudgeThatFish That I very much agree with. R* still has 1-2 years left to develop this game, and with that time, they can do wonders.
I don't know what you are talking about. The skin looks extremely good. Better than in any open world game released so far.
@@cube2foxlmao relax settle down
@@wizzenberry true, increasing SSS quality will hit the fps a lot considering that they are going for high density and variety of NPC density. Though they can give us an option to adjust SSS so that in the future, when we have more powerful hardware, we'll be able to use it freely.
The graphics look crazy. I wonder if some of this stuff will be like a racing game where replays are rendered with noticeably more fidelity and graphical features than the actual gameplay is.
If running around really does look like this, it's shameful what other devs are doing. These new consoles are insanely powerful and outside of Insomniac and Remedy, nobody is even trying.
Ps5 is like a 5700XT/6600XT and Ryzen 3700X, would not call them ''insanely powerful'' its really just a mid tier PC from 2018.. but yes, compare it to a weak ps4, they are ''insanely powerful''
Graphics looks good, but kinda ''meh'' vivid colors and much action is not graphic.
It says GTA VI will run in 30FPS, is that insane power? Surely 480P also.. yea, no.. stop hype it.
I think I noticed a visible glitch for the first time at 30:28 if you look towards the right side of the screen, you can see some of the npcs are actually standing on top of the water as opposed to in it. Lol. I honestly had no idea how this could possibly run on current gen consoles but I guess it makes sense now and I did notice like fsr or upscaling artifacts in the trailer but it’s crazy how detailed this game looks either way. I’ve been putting off buying a ps5 cause I didn’t really feel like it was worth buying for any of the games that are available right now but I think next year’s gonna be the year I’ll be getting one just because of this game. Lol. Hope there’ll be more fun games to play on it too by then.
Yeah and all the people in the background they are not moving
very shallow water or jesus powers
Indeed, after watching this video and reading some of the comments, I definitely see artifacts and, like you said, glitches, which prove that it's actually a game, not render. And it's the first time in my life I was happy to see glitches. It's simply amazing - I couldn't believe my eyes when I saw the trailer. Rockstar - magicians.
One thing missing at 33:00 is Rockstars understanding of their unique place in the market. They either knew or realised with GTA5 that they could release a very polished 30fps game and then re-release it PS4 and Xbox One with an almost 1-1 rebuy and another re-release with PS5 etc with more features. I wouldn't be shocked if GTA6 runs at 30fps and then a year later we get the 60fps PS6 version. Out of the 180m units sold I'd put money on 180m units translating to about 100-120m players (which is still insane)
Loved the raytraced crotchgrab and the occlusion artifacts on the jiggly boob! Haha this was hilarious and so insightful as well, thanks!
Regarding stylized rather than photorealistic, you mention spiderman, but I think its closer to half-life alyx. Where the lighting quality is dialed up to 11 but the character models aren't exactly designed to look 100% real. Ever so slightly stylized
I think for the most part slightly stylized character rendering ages better than trying to achieve ultimate realism.
The character models look much more realistic than in HL Alyx or Spiderman. A bit stylized yes, but only a little bit.
@@cube2fox I don't think you could fairly look at Eli Vance's HLA model (from the last scene) and say it looks perceptively worse than, say, the corrections officer in this trailer.
Much more is an understatement
@@xtr.7662 is it? They're still somewhat cartoony, some more than others. Lucia and especially the jail lady have very soft features and animated expressions. Super stylized
Looks like the best graphics I’ve seen.
Awesome video as always… thank you DF.. missed Rich’s opinion. Looking forward to next weeks DF direct
I am honestly very very glad, that the picture quality isn't pixel perfect, another hint, that this is true ingame graphics.
Well, not a single GTA/RDR trailer was non ingame graphics though.
Somethig I noticed is how in the beach scene if you look at the background NPCs one of the sitting ones seems to be floating and most of the others seem to be in an idle static position.
Playing Jedi survivor on ps5 made me absolutely despise FSR, the picture is incredibly unstable with the slightest movement causing havoc on everything.
I'm hoping for a 40fps mode.
Aren't we all.
I want 144 fps 4K
240fps 8k
Wont happen maybe on ps5 pro
I'd claim most of the RT effects and other visual perks will be showcased as a reason-why to get the Pro consoles that will probably arrive at the same time.
Ain't no one talking about how Oliver is the voice actor for Jason. I mean look at him
I imagine the game will come to consoles first, but imagining where RT will be in 2026, when presumably the PC port will release, this game is going to be a generational leap in fidelity. Let's hope the PC release is fully path traced!