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Digital Foundry Analysis: GTA VI on PC – Possible Realism or Only "Bullshots"?

By GTA6 Hub editorial team
Digital Foundry Analysis: GTA VI on PC – Possible Realism or Only "Bullshots"?

After the release of new screenshots and information about GTA VI pre-orders by Rockstar Games, the tech and gaming community immediately launched an in-depth analysis. However, many graphic experts, such as Digital Foundry, raise doubts about the real power of the proposed images, focusing on the hardware limitations and the possible misleading nature of these presentations. Digital Foundry believes that screenshots published by Rockstar Games have not been created directly on PlayStation 5 or Xbox Series X. The main cause is the high density of mirrors obtained thanks to ray tracing technology, a costly and challenging technique for hardware. Mirrors reflect light in a realistic way, without visual artifacts typical of the less advanced techniques of reflections (Screen Space Reflections or SSR), which require less computing power. Individual character hair modeling, another intensive technique, could overload the processors of PS5 and Xbox Series X consoles at high resolutions. The discrepancy between presentation and real experience is evident. Although Sony and Microsoft consoles are able to manage some of these effects, Digital Foundry expresses skepticism on the overall image quality. This is probably not a real-time rendering on PS5 or Xbox Series X, nor much less on a future PS5 Pro. Another hypothesis suggests that Rockstar used build for PC to generate these images. With high-end graphics cards such as the RTX 5090, achieving this level of realism would be feasible. This fuels the hope of a PC version of GTA VI with greatly improved graphics, although Rockstar has not yet officially confirmed the release on this platform. The term "bullshots" is commonly used in the video game industry to describe advertising images that do not reflect the true gaming experience. Producers often make screenshots on their developers' computers, where they can take full advantage of the resolution and ray tracing effects without worrying about image frequency (FPS). The integrated photo controller could also be used in the game engine. This tool optimizes lighting and post-processing, creating superior static images than those generated during gameplay. However, even in the official PC version there may be some graphical simplifications to ensure stability on different hardware configurations. The current performance projections for PS5 and Xbox are uncertain, with some leaks from retailers indicating a 60 frame per second setting. However, keeping the level of detail shown in recent images could be difficult. VERDETTO: CRITICO Il dubbio espresso da Digital Foundry sulla natura degli screenshot di GTA VI è ampiamente giustificato e si allinea con le aspettative che la comunità ha nei confronti della campagna marketing di un titolo di punta. L’uso di build PC per generare immagini ad altissima risoluzione, l'impiego del fotoregolatore e la focalizzazione sul ray tracing – elementi che richiedono risorse computazionali enormi – suggeriscono una chiara strategia di “bullshots” volta a sovrastimolare le aspettative dei giocatori. L’ipotesi di una versione PC ottimizzata, potenzialmente superiore alla console, è ragionevole, ma l'assenza di conferme ufficiali da Rockstar, unita all'evidenza delle immagini presentate, alimenta un senso di delusione precoce. La questione della frequenza d’immagine (FPS) resta sospesa, e la dipendenza dall'hardware di fascia alta per ottenere le immagini pubblicizzate indica, almeno in questo momento, una discrepanza significativa tra la promessa di immersività grafica e l'esperienza effettiva che il gioco offrirà sulla PS5 e Xbox Series X|S.

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