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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 is already giving something up.

Lucia lit by neon in a car at night
Image: Rockstar Games
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Digital Foundry has published early analysis of the Extended Look footage, which Rockstar has confirmed was captured on a base PlayStation 5. The summary: this is 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 tracks with what is visible in the official screenshot set, where skin, sweat, fabric and hair behave in ways Grand Theft Auto V never attempted.

Lighting is doing the heaviest lifting. A great deal of this game happens at night under mixed coloured sources, neon against sodium against headlights, which is 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

Where it gives something up

Reflections are the noted compromise on the base PS5. That is the expected place for it.

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

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

What this means for the 60fps question

It reinforces what we covered previously: Rockstar has not committed to 60fps on base hardware, and this analysis is consistent with a game targeting 30fps on base PS5 with a performance mode as an open question.

The base PS5 is now a five-year-old machine being asked to run the most ambitious open world ever 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 relax first, and Rockstar showing base hardware rather than the Pro is itself informative. A studio choosing to demo on the weakest target is a studio confident about the floor.

The caveat that matters most

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

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

A September build is also not a November build. 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 of this better than anyone and frames its early-footage work accordingly. Anyone quoting this as a settled verdict on performance is overreading it, in both directions.

Sources

Where to buy

Getting the performance mode you paid for

A 60Hz television throws away most of what a performance mode is doing. HDMI 2.1 with 120Hz and VRR is the panel spec that matters on both consoles.

  • Amazon: Check the port itself supports 120Hz. Some sets advertise the panel, not the input.

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