
The first extended look at the gameplay of Grand Theft Auto 6 hit the internet last night and we're currently editing a DF Direct Special where Oliver and Rich discuss their thoughts at length in an 80 minute video. Rich describes the scale of the technological achievement as singular across the entire console generation - gaming's equivalent to the Apollo space programme - while Oliver believes it's the most impressive example of real-time game rendering he's even seen.
But first of all, there is seemingly clarity on the game's target performance level. The footage supplied to Netflix and YouTube, also available on the Rockstar site itself, is a 30 frames per second video asset. There are numerous reasons why this is a bad idea (your console outputs at 60fps, and only if performance is a perfect, locked 30fps will the video be representative) but the bottom line is that the developer deemed this sufficient as the game itself targets 30fps - and seemingly, that's now 100 percent confirmed.
According to reports from those speaking to Rockstar, the developers have stated that higher frame-rate modes will be considered for post-launch updates, but it's clear that the focus was absolutely maximising the level of visual detail at a fixed 30fps frame-rate on all platforms. The rendering, simulation and presentation have all been tuned around that constraint - and the result is an unprecedented level of density, material quality and world coherence, with trade-offs landing primarily in image quality and animation smoothness rather than systemic scale or fidelity.

Character rendering is perhaps the most standout visual feature here, with huge generational improvements to hair simulation and shading, which extends to straight, wavy and curly hair, complete with proper light transport and secondary motion. Lucia's hair behaves realistically in both cutscenes and gameplay, with base-to-tip motion, delayed follow-through and convincing snap-back motions that you don't often see in video game hair. Skin shading is also on another level, with a semi-stylised aesthetic. Specular highlights track realistically, sweat and make-up look true-to-life, and bodies in hot, humid spaces look slick in a way that real-time rendering rarely portrays. This level of fidelity is rare to see in cutscenes, and much more so in gameplay as the Extended Look trailer shows.
Underpinning the presentation is Rockstar's continued evolution of its in-house rendering stack, continuing the shift to ray-traced effects seen in GTA 5 Enhanced Edition. Sun and most local shadows appear to remain based on highly refined shadow maps, with visible but subdued aliasing in some close-up cases. Variable penumbra behaviour - tighter near the caster, softer with distance - is present and considerably improved over earlier showings of the game. In certain close-to-the-face shots, shadow fidelity rises to the point where limited, cutscene-specific RT shadows may be in play, but if so they are deployed surgically rather than as a blanket solution. The overall takeaway is that Rockstar has invested heavily in maturing its shadow map technology rather than leaning exclusively on hardware RT for this aspect of the image.
Ray tracing, however, is clearly central to the game's lighting and reflections. Specular reflections are widely deployed across opaque and transparent surfaces, with skinned meshes - including characters - visible in reflections even when screen-space data would not suffice. This strongly indicates a robust RT reflections solution, augmented by selective use of screen-space information for efficiency. The reflections resolve plausible distant geometry and lighting, but inherit familiar generational compromises: low internal resolution, blur and ghosting under camera motion, with a cleaner, higher-detail look when the camera rests. Interestingly, certain elements such as household mirrors still appear to use planar reflections, consistent with previous Rockstar titles. Where an older technique remains visually superior or cheaper for a specific case, the developers are happy to keep it in the toolbox.

Diffuse global illumination is also heavily ray-traced, and this is arguably where RT is most indispensable. The city's interiors and exteriors are lit with indirect bounces that respect occlusion, colour bleeding and complex geometry in ways that would be near-impossible to achieve robustly with baked probes in a world this dense and dynamic. Subtle effects, like coloured light transmission through transparent objects and character bodies feeding light back into nearby surfaces, are evident. At the same time, characteristic RT noise and stochastic breakup are visible in certain shots. The GI solution looks performant and world-class, but it is still subject to the temporal compromises needed to make it work on console hardware.
Beneath the rendering, simulation scale and complexity are a key differentiator. Even in largely mission-driven footage, there are clear hints of an unusually sophisticated NPC ecosystem: large crowds in clubs and on beaches, numerous vehicles, and a suggestion of higher per-character agency than in prior open world games. Rockstar appears to be targeting not only high counts of NPCs and cars, but believable pathfinding, varied reactions and persistence as entities move in and out of the player's vicinity. Rigid body physics, destructible props and environmental detail also look rich. That said, the trailer's curated nature means the true extent of emergent systemic behaviour - like how crowds react when chaos breaks out, how far persistence and simulation reach - remains unproven.
The internal rendering resolution on PS5 looks like 1440p, without DRS - at least in this trailer. However, the output does not cohere into a sharp 4K presentation, and there is no strong evidence of modern temporal upscalers such as FSR 2 or TAA upscaling being used. Instead, the image reads very much like a relatively straightforward spatial upscale from 1440p to 4K, bringing with it a degree of softness, visible geometric aliasing and shimmer on fine details. RT elements exacerbate this in places, with noisy, smeared reflections that can look worse than older screen-space solutions in some static comparisons.

Returning again to performance, the gameplay shown is a relatively stable and well-paced 30fps output, with only very occasional single frame drops (though the nature of the 30fps asset means there could be more, unseen). There's no sign, for instance, of the kind of aggressive frame-rate drops that characterised the Xbox 360 and PS3 launches of GTA 4 and GTA 5. Instead, the evidence suggests that the game maintains its 33.3ms cadence with care, and Rockstar has clearly spent immense effort balancing CPU and GPU workloads to fully saturate the hardware. That makes a 60fps version extremely unlikely on console hardware - there's no way to regain enough GPU and particularly CPU time to make a 16.7ms update rate work without compromising the world.
Within that solid 30fps frame delivery, there's still a persistent animation and camera pacing issue that ranks as a long-standing quirk of Rockstar's Rage engine. Even at stable frame-rates, character animation and camera pans can exhibit uneven motion. Some frames show larger jumps in position than others, producing a subtle but pervasive stutter or judder that can make the presentation feel lower than its actual frame-rate in both gameplay and cutscene sections. This may stem from a fundamental timing or synchronisation mismatch between animation and frame updates, and it seems unlikely to be resolved for launch given its long history in Rockstar projects.
Looking ahead to other console versions and the presumably-coming-eventually PC release, some level of caution is required. The PC platform ought to allow for higher resolutions, especially with the benefit of more modern temporal upscalers like DLSS, alongside increased RT sample counts, longer draw distances and so on. However, the CPU demands of a world this complex - tuned around console Zen 2 cores at 30fps - could make hitting 60fps genuinely challenging in a way we don't often see, and will likely require a high-end CPU like a recent Ryzen X3D to avoid bottlenecks.

The Extended Look footage was captured on a base PS5, so we should expect the game to look a little better on PS5 Pro, which has a more powerful GPU with PSSR upscaling available. That extra horsepower ought to translate into higher-quality RT effects and improved image quality, but we'll have to wait until Sony or Rockstar show PS5 Pro footage to get an idea of precisely where the Pro version of the game will land. The same goes for next-gen consoles, though these are still years away.
In any case, the Extended Look has been a fascinating reveal of this generation's most hotly anticipated game, and we're looking forward to learning more about the specifics of the different console versions and perhaps seeing more gameplay in the run-up to launch.
What did you make of the trailer? Do you have any unresolved questions? Let us know in the comments below.





Comments 21
I would love to know what compromises will be made on the Xbox Series S version, hopefully we'll get some more info soon.
The GTA 6 trailer was really well done overall, but I have a few pet peeves. The GI solution doesn't seem to take dynamic objects into account. I love all the extremely bright (and very Miami) costumes, but those bright colors aren't spread to the surroundings as you would expect in real life. I have a shirt that I like to call my "global illumination shirt" because everywhere I go, the world around me turns bright like green as the light reflects off my shirt and onto the surroundings. There are no "global illumination shirts" in this trailer sadly.
The other thing was destructability. Near the end when Jason fires his gun in a building at a window, the window doesn't break or shatter, which is mildly disappointing, but that is clearly just a non-destructable wall for gameplay reasons.
The art & animations are really great though and really sell the game well, even at 30 FPS. The fluidity & nuance in the animations is really , really good and truly sells everything well, despite the 30 FPS cap. I thought how they put the whole thing together was really cinematic, engaging, and informative of the whole vibe & story more than just about any other trailer I've seen recently.
my jaw dropped when i saw how the hair interacts with the environments every single npc has it too
Looking forward to the technical video of this game when it comes out or Rockstar dropping the information about it.
@krat0es I honestly didn't even notice. But this is because it's really good. If it was bad It would distracting.
Hot take, but I just feel very whelmed by this. Maybe I'm getting old and grumpy, I dunno.
To be clear, it's a very good looking game. Lots of stuff going on, pretty lighting, well animated characters. (Those reflections - which I assume are raytraced - look extremely blobby, though. Particularly on vehicles.) It just looks... like another GTA, but prettier.
I feel like we'll still be driving from one side of the city to the other, following a yellow line on a tiny mini-map while NPCs blabber on with sort-of-okay shooting controls and the game will be Very Upset if you dare deviate from the exact narrow corridor the game has set up for you during missions. "Oh, let me go left at this intersection MISSION FAILED YOU LEFT THE MISSION AREA!!!"
The open world might be having a lot more to offer, but we don't see a whole lot of that except short glimpses (like parachute jumping, dirt bike racing, random strangers, etc.) but... I feel like I kind of played that stuff in GTA 5. With worse graphics, sure, but I feel like I've... done a lot of those things?
Red Dead 2 added a lot of open world stuff like talking to random strangers, but it feels they didn't really add much to it and just transplanted the system to GTA 6. Maybe to a degree that we're not seeing here, but I can't comment on what we don't see, only what we do see.
I don't know, I'm not blown away. I feel like when you've spent ~8 years and god-knows-how-much-money on a game to be sold for €90 I expected to be feeling a bit more "oh my god, holy *****!" and less "yeah, cool I guess".
@gamerjerome try downloading and watching the uncompressed video from the rockstar website youtube and netflix dont do the game justice
Great... Still PS 5... But What about Xbox series X How will it go there???
@krat0es I did do that. Again I didn't notice because it's just natural. So much to analyze though.
@Eruanno bad take imo there is choice in everything you do in the game explained by people who saw the game played for 3 hours
at the core yeah its grand theft auto but its much more than stealy wheely automobiley that previous gta's are it is much more like rdr2 in how immersive and detailed it is there is a lot more things in the game and they didnt explain anything in the extended look they just left everything up in the air so people can think and form thoughts about what they saw like you are doing now
like at the start of the extended look you go get a pick up for boobie but pay attention the guys up front ask if you are here for smoke and when ur inside you can notice goons with weapons walking around now what does that mean? it means you could have blasted your way though the entire thing even though they dont show it or at least thats what i think it implies anyway
@Johnhonza The Series X will be almost exactly the same as the, they are not far off the same hardware and have been within almost unnoticeable margins in virtually every game. I doubt anyone is expecting any real difference between PS5 and X, certainly not enough to care about.
A co z xboxem series s opłaca sie wogole gta 6 kupywac czy odpuscic
@MattGPT Okay, okay, thanks for the answer.
@Eruanno Maybe its because it is another GTA, I hear this comment a lot recently what exactly did you want from this? GTA sells so makes sense Rockstar made another GTA.. personally being long in the tooth myself nothing excites me much anymore.. but i was impressed by what Rockstar pulled off here they have my pre order money and I expect I will get my moneys worth from it and ill have a bit of fun too.
Not really surprised by the comments here. This is the most hyped game in history, and the fact that people are complaining they weren't "blown away" makes sense in that context. What I saw: yes, trailers are clearly cherry-picked, but I agree with Oliver's sentiment that this is the greatest real-time rendering I have ever seen. Couple that level of graphical fidelity with a massive, and open world (vs. amazing, but linear, games like RE:Req) and I'm not sure what people were possibly expecting. Perhaps folks just don't understand hardware limitations.
Also, HUGE credit where it's due in daring to post the entire preview on a base PS5... equivalent to an AMD 3700x CPU and a Radeon 6700 (with only 16GB COMBINED RAM.) Whether people are blown away or not... this is a remarkable achievement in gaming.
I've got no interest in buying the game or even watching the trailer outside of graphical dissections of it, but I'm glad at least from a DF perspective it's everything they hoped it would be. I'm sure they'll get a lot of mileage out of this game. Maybe some videos in HDR like we sometimes get?
Hello all. Based on the info we currently have after yesterday's extended look, would it be better for me to play this game (base PS5) on a 4K television (120hz screen) or a 1440p monitor (360hz screen)? Thanks in advance!
The one thing that sticks out to me is all of the player controlled footage has very small and smooth stick movement. No sharp turns or anything like that. It even seems like the obvious low difficulty in the shootout at the end is chosen at least partly to enable this. To me this indicates high input lag, which is the one thing you absolutely don't want at 30fps. Though I suppose they yet have a bit of time to improve this.
@dabisbesh first it is a 30fps game, in a beat case scenario it will run in a 120hz container with VRR and LFC, but at the moment all we know is 30fps, you will gain absolutely nothing from a 360hz display.
The next is resolution, it is designed around a 4k output, but we do not know the internal resolution. You will likely gain nothing from stepping down the 4k to 1440p, it will probably just mean the console itself has to down sample, very unlikely to alter the native or even the upscaled engine resolution, so the only difference will be maybe some down sampling artifacts and an additional single frame of lag from the console downsampling to 1440p.
The game was built to output at 4k 30 fps on current generation full fat consoles and likely output at an upscaled 1080p on Series S. Rockstar have heavily hinted (not sure if they have confirmed) the PS5 Pro will not get a 40 or 60 fps mode (at least at launch), there will not be a way to game the engine to get higher fps.
@HaraldC Rockstar games have always had that sluggish response to controls though, it has never been primarily a shooter and all their games had has controls that look/feel like that, they are a long way from twitch shooters.
I do not expect them to change that part of their controls, but I really hope that they fix their normally awful choice of button layouts, having to mash X to run etc.
@MattGPT To me this does not look like just the typical heaviness, which I would describe as more an animation style than input lag. Though it's probably one of the more likely areas to see improvements during the last few months anyway.
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