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Ray Tracing and Graphic Detail: The First Impressions of GTA VI by Digital Foundry

By GTA6 Hub editorial team

GTA VI's Digital Foundry Analysis of Trailer 2 confirmed Rockstar Games' high expectations in terms of the technical sector. As already known, the game aims to achieve an unprecedented level of detail, with global lighting based on ray tracing and an impressive screen object density. The particular care was noted above all in the rendering of hair and hair, as evidenced by Linneman who praised the realistic management of the locks of Lucia Caminos and the detail on the beard of Jason Duval. The implementation of ray tracing, in particular for environmental lighting, recalls the technological choices adopted in Red Dead Redemption 2 and in the PC version of GTA 5, although with margins of improvement still to be reached. Although ray tracing is present on reflections, its application is not complete on PlayStation 5 and Xbox Series X|S, generating occasional artifacts and problems related to water noise. Shadow management, however, still seems limited, replicating a solution already seen in Red Dead Redemption 2 and GTA 5 of 2015. Despite these limitations, the density of screen objects, the draw distance and the rendering of anatomical details, such as hair and hair, suggest Rockstar Games is focusing on a cutting-edge visual experience. The perspectives of a stable 60fps mode or a porting on Nintendo Switch 2 seem, for the moment, unrealistic. La valutazione di Digital Foundry sottolinea un’ambizione tecnica molto alta da parte di Rockstar, con elementi positivi come la cura dei dettagli anatomici e l’impiego di ray tracing per l'illuminazione ambientale che evocano Red Dead Redemption 2. Tuttavia, le limitazioni nel ray tracing (artefatti sui riflessi) e nella gestione delle ombre suggeriscono un approccio ancora in fase di ottimizzazione, non pienamente maturo come il titolo precedente. La comparazione con GTA 5 del 2015 evidenzia un'evoluzione, ma anche la consapevolezza di margini di miglioramento, e la prospettiva di un porting su Nintendo Switch 2 appare realistica solo a patto di un’ottimizzazione estrema. Il focus sulla densità di oggetti e sulla draw distance sembra una strategia mirata a compensare le limitazioni hardware, suggerendo che l'esperienza visiva sarà prioritaria, anche a costo di compromessi tecnici evidenti.

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