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Digital Foundry on GTA 6: a generational leap, with visible compromises on base PS5

Character work, hair and lighting are far beyond GTA V. Reflections are where the base console's already giving something up.

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Lucia lit by neon in a car at night
Image: Rockstar Games
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Digital Foundry has put out early analysis of the Extended Look footage, which Rockstar has confirmed was captured on a base PlayStation 5. The short version: it's comfortably beyond Grand Theft Auto V, and the base console is already visibly making trade-offs.

Where the leap is obvious

The standout areas are character work, hair and lighting. That fits what you can see in the official screenshot set, where skin, sweat, fabric and hair behave in ways Grand Theft Auto V never tried.

Lighting's doing the heaviest lifting. A lot of this game happens at night under mixed coloured sources, neon against sodium against headlights, and that's one of the hardest things to render convincingly and one of the easiest to get wrong. Get it wrong and a city at night looks like a diorama.

Skin, jewellery and mixed light, the areas Digital Foundry singled out
Skin, jewellery and mixed light, the areas Digital Foundry singled outImage: Rockstar Games

Reflections are the trade-off

Reflections are the compromise Digital Foundry noted on the base PS5, and that's about where you'd expect it.

Reflections are expensive because a reflection is a second render of the scene. The usual workarounds all leave signatures a frame-by-frame analysis catches straight away: lower-resolution reflection buffers look soft, screen-space approximations break when the reflected object leaves the frame, and reduced update rates make reflections lag behind the thing casting them.

In a game set in a city of glass towers, wet roads and water on three sides, that isn't a small corner to cut. It's also the right one to cut, because it's the one most people never consciously notice.

Where this leaves 60fps

It backs up what we covered previously: Rockstar hasn't committed to 60fps on base hardware, and this analysis fits a game targeting 30fps on base PS5, with a performance mode still an open question.

The base PS5 is now a five-year-old machine being asked to run the most ambitious open world anyone's attempted. Something has to give, and reflections are a sensible thing to give.

The PlayStation 5 Pro is the obvious place for the compromises to ease off first, and Rockstar choosing to show base hardware instead of the Pro tells you something too. A studio that demos on the weakest target is a studio that's confident about the floor.

It's a compressed video of a marketing build

All of this is analysis of a compressed video of a marketing build, two and a half months before release.

Streaming compression wipes out exactly the fine detail reflection analysis depends on. Noise, shimmer and low-resolution buffers are the first things a video encoder smooths away, so some of what looks like a rendering compromise may actually be a bitrate compromise.

A September build isn't a November build, either. Optimisation passes land late, and the gap between a capture made for marketing and a disc pressed for retail is where a lot of performance work happens.

Digital Foundry knows all this better than anyone and frames its early-footage work that way. Anyone quoting it as a settled verdict on performance is overreading it, in both directions.

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