Grand Theft Auto VI [GTA 6]: What can we expect?

There really isn't anything in GTA that demands super high bandwidth I/O, unless they plan to make a hypersonic car/aircraft.

Character switching isn't always instantaneous in V. Only when characters are very close, or in scripted mission scenarios.

Planes are also much slower in the game than the real thing. Partly for gameplay reasons, very likely, but probably also because of streaming limitations.

Better graphics also means bigger assets, requiring better streaming.

And something that has been asked for since ever for GTA games: more building interiors. That's the one that's likely limited by streaming speed the most. Interiors require A LOT more asset variety and density per unit of area. With SSD, it may become more feasible, though.
 
But were they working on gta6 all that time 🤔
Red Dead redemption 2 released 26th October 2018... First spec of consoles were given to dev end of 2018 and for the bigger studio they received devkit end of 2018/beginning of 2019.

EDIT: Sony forecast to sold in 25 millions PS5 this fiscal year. It means 64.3 millions PS5 the 1rst April 2024. Fall 2024 PS5 will probably have sold nearly 70 millions unit when GTA 6 release and more importantly Xbox Series plus PS5 will probably be well above 100 millions current gen consoles.
 
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SSD streaming or Non-SSD streaming with a large memory pool, higher detail assets with less pop-in and potentially more dense environments. Non-SSD streaming with large memory pool would in addition have longer initial load times and longer transition (fast travel) load times.

Non-SSD (HDD) streaming with limited memory pool, lower detail assets with more pop-in and possibly less dense environments.

You can always scale down to the latter from the former.

GTAV is still a façade of a city. There's a limited number of interiors, cars and npcs on the go at any one time. Destruction is also lacking, in the bounds of not turning the gameplay into something like Teardown. If you really went for it on those fronts, I'm not convinced it does scale down. All that does require fast storage or lots of RAM.
 
And something that has been asked for since ever for GTA games: more building interiors. That's the one that's likely limited by streaming speed the most. Interiors require A LOT more asset variety and density per unit of area. With SSD, it may become more feasible, though.

This is more of a cost issue (storage space and development budget) than anything else. Implementing interiors for buildings can easily double, triple or quadruple a project's art budget especially true if you need more variety of assets.

So, what generally happens in games that attempt to make all buildings and rooms explorable is that variety and quality of the outside world takes a hit as the budget is spread between that and indoor areas. And then indoor areas end up looking kind of samey as they attempt to reuse room layouts as much as possible.

It's much more feasible for something like an RDR (old west) or Metro: Exodus (post apoc. wasteland) where intact buildings are somewhat rare in the grand scheme of the game. In a city, it's nigh on impossible.

That's where procedural generation comes in, but that has it's own currently unsolved issues with making consistently believable and varied locations.

Perhaps AI will come to the rescue, but then you have a problem with how large do you want your game to be for all the varied assets? 200 GB? 400 GB? More?

Regards,
SB
 
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This is more of a cost issue (storage space and development budget) than anything else. Implementing interiors for buildings can easily double, triple or quadruple a project's art budget especially true if you need more variety of assets.

So, what generally happens in games that attempt to make all buildings and rooms explorable is that variety and quality of the outside world takes a hit as the budget is spread between that and indoor areas. And then indoor areas end up looking kind of samey as they attempt to reuse room layouts as much as possible.

It's much more feasible for something like an RDR (old west) or Metro: Exodus (post apoc. wasteland) where intact buildings are somewhat rare in the grand scheme of the game. In a city, it's nigh on impossible.

That's where procedural generation comes in, but that has it's own currently unsolved issues with making consistently believable and varied locations.

Perhaps AI will come to the rescue, but then you have a problem with how large do you want your game to be for all the varied assets? 200 GB? 400 GB? More?

If I'm being a realist, I expect Rockstar to make their next city the same way as they have before. I do think that if anyone could invest the art and technical resources required to push city interiors much further, it's them.

With modern offline procedural tools and Ă  la carte streaming, I think you could do a lot more with less artist time and storage space than what you're suggesting.
 
This is more of a cost issue (storage space and development budget) than anything else. Implementing interiors for buildings can easily double, triple or quadruple a project's art budget especially true if you need more variety of assets.

So, what generally happens in games that attempt to make all buildings and rooms explorable is that variety and quality of the outside world takes a hit as the budget is spread between that and indoor areas. And then indoor areas end up looking kind of samey as they attempt to reuse room layouts as much as possible.

It's much more feasible for something like an RDR (old west) or Metro: Exodus (post apoc. wasteland) where intact buildings are somewhat rare in the grand scheme of the game. In a city, it's nigh on impossible.

That's where procedural generation comes in, but that has it's own currently unsolved issues with making consistently believable and varied locations.

Perhaps AI will come to the rescue, but then you have a problem with how large do you want your game to be for all the varied assets? 200 GB? 400 GB? More?

Regards,
SB

They are very likely limited by streaming too considering they've build many dozens of new interiors for GTA online, yet those are behind a loading screen unlike the ones accounted for for the campaign.

Rockstar loves seamless exterior to interior transitions with no loading screens. If they could do it there, they would've.

In fact, on GTA V, many of the mission specific interiors from heists and such are also innaccessible outside those specific missions, even if during the missions they are accessed seamelessly... Go figure.
 
They are very likely limited by streaming too considering they've build many dozens of new interiors for GTA online, yet those are behind a loading screen unlike the ones accounted for for the campaign.

Rockstar loves seamless exterior to interior transitions with no loading screens. If they could do it there, they would've.

In fact, on GTA V, many of the mission specific interiors from heists and such are also innaccessible outside those specific missions, even if during the missions they are accessed seamelessly... Go figure.

Exactly this is true and they have no reason to stay with last gen version from a commercial point of view knowing more around 100 to 110 millions current gen console will be on the hand of player.
 
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Its just easier to provide a parody of American culture. Its a culture thats widely known to most of the world.
Yup! Guns, mass shootings, car jackings, gangs, home invasions, police brutality, political gaslighting, culture wars, shady corporations, backstabbing business partners, and of course , hookers and coke. That's my Amerrriiiiikkkka!❤️
 
Yup! Guns, mass shootings, car jackings, gangs, home invasions, police brutality, political gaslighting, culture wars, shady corporations, backstabbing business partners, and of course , hookers and coke. That's my Amerrriiiiikkkka!❤️

That's most of thrid world too. Just that the cars are cheaper.
 
Dan Houser left a couple of years ago, but this is what he said about satire in GTA6

"It’s really unclear what we would even do with it, let alone how upset people would get with whatever we did,” he told GQ. "Both intense liberal progression and intense conservatism are both very militant, and very angry. It is scary but it’s also strange, and yet both of them seem occasionally to veer towards the absurd. It’s hard to satirise for those reasons. Some of the stuff you see is straightforwardly beyond satire. It would be out of date within two minutes, everything is changing so fast."
 
Dan Houser left a couple of years ago, but this is what he said about satire in GTA6

"It’s really unclear what we would even do with it, let alone how upset people would get with whatever we did,” he told GQ. "Both intense liberal progression and intense conservatism are both very militant, and very angry. It is scary but it’s also strange, and yet both of them seem occasionally to veer towards the absurd. It’s hard to satirise for those reasons. Some of the stuff you see is straightforwardly beyond satire. It would be out of date within two minutes, everything is changing so fast."

South Park us a good example. It still manages to work even though we are living in ClownWorld™. But they release each episode mere weeks after starting production on them... Not 6 years after.

Yeah, tough job...
 
Character switching isn't always instantaneous in V. Only when characters are very close, or in scripted mission scenarios.
Whilst I have not timed it, it seems pretty quick on PS5. It's not instant because they do the zoom-out-swish-zoom-in thing.

Planes are also much slower in the game than the real thing. Partly for gameplay reasons, very likely, but probably also because of streaming limitations.
You can (or could) heavily mod GTA V on PC and the engine absolutely holds up with faster movement. Assuming your PC can! :)
 
Whilst I have not timed it, it seems pretty quick on PS5. It's not instant because they do the zoom-out-swish-zoom-in thing.


You can (or could) heavily mod GTA V on PC and the engine absolutely holds up with faster movement. Assuming your PC can! :)

Again the size of assets will explode from a geometry point of view this is a PS3/360 title and textures, sound, animation will improve too a lot.
 
Whilst I have not timed it, it seems pretty quick on PS5. It's not instant because they do the zoom-out-swish-zoom-in thing.

Well, thank god for that. Now try it again on PS3 or even PS4. That was the point all along.
 
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