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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

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, which is one of the hardest things to render convincingly and one of the easiest to get wrong.

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, and the usual mitigations, which include lower-resolution reflection buffers, screen-space approximations that break when the source leaves the frame, and reduced update rates, all produce artefacts that a frame-by-frame analysis will catch immediately.

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.

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 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, and a September build is not a November build.

Digital Foundry knows this better than anyone and frames its early-footage work accordingly. Anyone quoting this as a settled verdict on performance is overreading it.

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