
After Rockstar Games' release of new screenshots and information about Grand Theft Auto VI's pre-orders, the technology community and gaming quickly became active in analyzing details. However, many graphic experts express skepticism about the actual performance of hardware performances that allowed them to obtain such high image frequencies. According to Digital Foundry, the authoritative hardware technical analysis site, the images published by Rockstar Games were not generated directly on consoles such as PlayStation 5 or Xbox Series X. The main cause is the massive use of ray tracing, a rendering technique that produces realistic but particularly demanding reflections from the computational point of view. The screenshots show a high degree of realism in the reflections of objects, devoid of artifacts typical of SSR (Screen Space Reflections), less complex but also less accurate. In addition, character hair rendering is an extremely heavy operation for PS5 and Xbox Series X console processors, especially at high resolutions. The discrepancy between the perception of a realistic experience and the real ability to promote the game is evident. Although Sony and Microsoft are able to handle some of these effects, the image set raises suspicions. Digital Foundry concluded that it is unlikely that these images were generated in real time on PS5 or Xbox Series X, or even on the future PS5 Pro. Another hypothesis suggests that Rockstar used build for PC to create screenshots. With high-end graphics cards such as the RTX 5090, achieving such a level of detail is technically possible. This fuels the hope of a PC version of GTA VI with significantly improved graphics, although Rockstar has not yet officially confirmed its release on this platform. The term "bullshots" is often used in the gaming industry to describe advertising images that do not reflect the reality of the gaming experience. Hardware manufacturers tend to show screenshots generated on development configurations, where they can fully exploit ray tracing resolutions and effects without worrying about image frequency (FPS). It is also possible that programmers have used the photo mode integrated in the game. These tools allow you to optimize lighting and post-processing to create superior static images than those obtained during the gameplay. However, even in the final version for PC there may be graphical simplifications to ensure stability on different hardware configurations. The expectations regarding the performance of the game on the various platforms are still uncertain. Rockstar has not released detailed information on PS5 and Xbox Series X performance settings. Some news escapes from retailers suggest the existence of a "mode performance" with a frequency of 60 frames per second. VERDETTO: MISTO Il report di Digital Foundry è il punto di partenza giusto per affrontare le aspettative attorno a GTA VI. La rivelazione dell’utilizzo di build PC con RTX 5090 per creare screenshot è un dato fondamentale, e la spiegazione del perché Rockstar abbia adottato questa strategia – evitando i limiti del ray tracing in tempo reale sulle console – è perfettamente sensata. L'uso del termine "bullshots" è appropriato e mette in luce la natura esagerata di queste immagini, soprattutto alla luce delle analisi successive che mettono in dubbio il rendering in tempo reale su PS5 e Xbox Series X, come già sottolineato da DF e confermato dal fatto che i protagonisti Jason Duval e Lucia Caminos, nonostante le loro abilità, operano comunque con strumenti ottimizzati. La plausibilità dell'impiego del photo mode per l’ottimizzazione è un elemento chiave, ma la previsione di semplificazioni grafiche sulla versione PC per garantire stabilità su diverse configurazioni è realistica e tiene conto delle dinamiche tipiche degli sviluppatori. Resta aperta la questione della performance effettiva al lancio, e il dubbio sollevato da DF sull’effettiva capacità delle console di generare immagini così realistiche non può essere ignorato.
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