When it comes to dynamic car elements, it would appear to me that this is because Lucia is likely around 5'7" while Jason is going to be like 6'1" or something, and presumably the protagonist will adjust the seat and mirrors when entering a car
That and I imagine the first person mode in this game is gonna be a lot more sophisticated, so if you drift around or do a random stunt jump, you will presumably get to see the rearview mirror and a few more other decorations just move around and react to what's happening, maybe even the character being physically shoved around by the seats, it's gonna be really interesting how all of that is gonna play out and I honestly can not wait!
@@ImAbokai if they make the car interiors intractable and customizable that would be so cool, definitely have to work really hard to get best pc and ps5 pro
If you look on the scene of everyone on the beach with the women walking towards you. In the distance on the right there are like 5 people standing in the water stiff as a statue. I guess they have still reached some limitation there
Great video man! Keep this up and you’ll make it big on RUclips! Wouldn’t mind seeing you breakdown other video game technology improvements even from the past, for example you showed the euphoria rag dolls. Love to see you cover something like that!
@@ObviousMalcolm_PLUS also would like to say, great video.. but more so, dam was GTA IV a good game! The euphoria physics are still my favourite out of any GTA game, and the NPCs react so well. Hope GTA 6 is more like GTA 4 as opposed to GTA 5.
Would also be amazing to help you out with subtitling your videos... I can't define the amount of time I spend reading videos subtitles and I enjoy them even more...
Massively improved hair physics was one of my biggest predictions for GTA VI. I always thought the physics for long hair was the thing that looked the least impressive in their latest game (RDR2) and when I saw in the leaks that one of the protagonists was a woman with long hair I just knew we were in for something special.
I think that people forget that GTA 5 is a 10 year old game, that somehow managed to release on ancient hardware (xbox 360). The reality is that GTA 6 is really a jump of 2 generations.
Something to note, Vertext Deformation is 2 separate things. On characters it is Skinning aka you paint the amount of deformation based on distance to the rigged bone which makes the mesh inherit the movement and animation of the parent rig. On non rigged objects it is Plasticity (as seen in beam NG) the ability for an object to reform and retain a new shape. in the case of that bending pole it could be (and my bet is on) just a lot of extra edge loops around the bend of the pole with some special math that orients the pole based placement of hands, end pointing at target and calculating the curve in between or interpolating the curve.
Yeah, i think he is talking about physics of stress and strain, not skinned geometry, usually game physics engines don't even simulate stress/strain cause it would need some sort of FEA(Finite element analysis), so i guess rockstar is doing approx. realtime FEA.
The hair physics in that model photoshooting shot is shockingly impressive to me, easily the most revolutionary tech shown in the trailer. Realistic collision with almost no model clipping. It will take the hair modeling of the industry to the next generation. I don't think I've seen any game with that level of high quality hair physics. There are some niche games with similar hair physics, but never as good. It's strange to me that it doesn't get talked about too much in all those analysis videos. Btw about the npc density, just wait and see how the internet will react when someone carries a minigun to the beach.
The deformation on character models is caused by animation not shader deformation as you demonstrated in unity. One is vertex manipulation the other is vertex deformation. There is a big difference between the two. Manipulation through animation has been around since the first skeletal structure for animation. If you want to talk about insanely awesome vertex deformation look at the original crash bandicoot. Every movement, every expression and every finger bend was all through vertex deformation. Basically the games animation for Crash is one big shader. GTA6 is most likely not using vertex deformation on the character models. Especially for something like turning around.
You are absolutely correct. I should ve made the distinction between what we see on facial expressions, which is done through manipulation vs. what we see in BeamnNG which is true deformation of a 3D model. However i wanted to simplify the examples as much as i could so that people could understand the concept.
Finally someone thar praises the NPCs in Watch Dogs 2, I played that game for hours and hours just because the city felt alive to me, interacting with NPCs, harrasing them, making them laugh etc. Good stuff.
The mirror reflections in GTAV were achieved with the PIP (render to texture) method or by having reversed geometry on the opposite site of the wall with the mirror on. However, the current gen consoles now have true hardware raytraced reflections (with a fallback on cube maps past a certain ray distance) in fidelity mode. It's these ray traced reflections we're seeing in the GTA 6 trailer. The PC version hasn't been patched with these reflections for some reason; probably because with existing texture mods and full raytracing GTAV on PC could in some ways outshine the visual quality and impact of GTAVI on consoles so they're holding it back for now.
Outshine gtavi graphics? Even if they reworked the lighting in gtav to support ray tracing, it would never look as good as the new game Ray tracing is far from the only graphics technology that influences visuals In fact, most games use it for one part of the visuals as it's very expensive Global illumination is pretty common, then you have ambient occlusion, and then there's reflections (very costly) There are more ways to use it too, but adding in raytraced reflections will not do much to gtav I've seen some really cool realistic mod packs, but nothing like gtavi
Hey, just wanted to point out... I believe what you're talking about with the crocodile is not called vertex deformation (although it is included in it). Vertex Deformation has always been present ever since we're able to rig meshes to skeletons (so basically any game with skeleton rigs since the 2000s or before). What is seen in the video with the "bendable pole" is most likely just a high resolution mesh with a rig in which one end has an IK (Inverse Kinematic) point attached to the Crocodile and the other one has two (one to each hand). The same thing is usually used when animating a character and moving their legs/knees to ensure the feet stay on the same-ish contact point after moving the center of mass. Old games and animators didn't have this, hence why you sometimes see feet move in idle or standing animations even though the character (Feet had to be manually adjusted). As for the (pun intended) bikini changing shape, that's just basic skin wrapping. TLDR It's most likely a real-time IK mechanic from the engine, or a pre-done animation. Vertex deformation has been with us for a long time.
11:46 The point of car modulation can also be seen in the GTA 6 trailer when Lucia turns around on the carseat, at which point you can see a slight recline in the seat under Lucia's weight.
As a game developer I've seen all these technologies in one form or another in recent years. But it's still wildly impressive how Rockstar seems to have put all the things into one game at the same time. That's the real innovation here.
If Rockstar wanted to make 70% of interiors seamlessly enterable without any loading screens then they can simple use a chunk system for the interiors. When moving around the map only the buildings in your area that you can noticeably see the interior are loaded where as a building in the distance which u can see but can hardly see the interior. The interior would be swapped with an insanely low Poly count version or just no interior at all and uses the Layered 2D images.
@timmymcgary I guess it would still be a problem for immersion, an I really cant see Rockstar doing this method. Reason being is Fidelity. Its more likely that many interiors will be parallax interiors with actual enterable interiors being more likely rendered like that of the Original Vice city, think the first Safe house on the beach strip.
09:15 I remember shooting my reflection in the mirror with a shrinking gun so I could shrink myself for a brief moment in a game called Duke Nukem 3D back in 1996. Or I could shrink enemies and then step on them. It was a bit disappointing to me when GTA V came out for PC that there weren't rear view mirrors ( since it's still called GT *AUTO* ) But I tried GTA V Online after many years and it's literally shocking to me how good this game still looks/feels/plays. I can't even imagine how good 6 will be.
I imagine that instead of using parallax for the windows they will use the same tech they used in spiderman 2 which is actually a form of ray tracing it's just that the 3d room isn't directly behind the window but else where and is traced on to the window to give a true 3d effect that also uses the real time global illumination and RT shadows to make the room look like it's truly behind the window
Just when I thought every detail of the GTA VI trailer had been covered. Wow, each of these details are huge and industry changing. It will be so immersive. Great work making explaining all of this in a way us (less knowledgeable) folk can understand. Imagination running wild.
@@TheCuriousNoob Thanks and I respect your approach to waiting on this game. I don't think it's bad to be excited and riding the hype behind this game. Rockstar has a strong track record of releasing games that are improved versions of the trailers. All the technology discussed in this video will be in the game. Imagining that in gameplay during the 2 year wait isn't bad, it's kinda fun
Game developer here: Onto the deformantions, this could be done in animation, either by adding shape keys, some sort of bendy bones ( which if supported still impresive ), even shader techniques, the girls bikini could be deforming due to the way it was skinned as well to the rig. So nothing Unreal cannot do except the bendy bones. The volumentrics look nice the fact that there are two it could be just two emitters, rather than something adaptive. I will not jump the gun on the Parallax because we could just be looking at an interior. I really REALLY really doubt that what you see on the phone is an actual render target, those things add up quick as you mention, you are rendering the scene twice, per capture. It's too low rez to tell, but that would be super impresive, Maybe it just takes a snapshot so that it gives the general impresion that he is taking a pic. I will not take in game sequences as proof of actual geometry, this is why: In Unreal engine,I can just bind Lucia to my car disable the collision between both and position her at a specific point and I get the same result. Outside of a sequence when I do not direct the specific action could be different because the collisions are enabled. The choppy crowds in GTA 5 is due to the fact that they are using a vertex animation technique, These NPCs are use more as a noise or filling they get swap by real ones the closer you get to them. This is a technique that was used for crowds in Assassins creed, there's even a GDC talk about it in youtube. So in short I don't see anything on the Trailer that I haven't seen on the current tech. I hope they prove me wrong in the end, thank you for the vid.
To your last sentence: it is true that there seems to be barely any tech that doesn't already exist in a form in a game or tech demo / rendering feature of a game engine, but obviously the impressive fact is that they have so many of them and so much of it, running simultaneously in such a presumably large and highly interactive and detailed world.
Ignoring the fact that everything you've mentioned is in an open world game as RDR2 or GTA5 is, proves that you probably never played a game from Rockstar Games. TLOU2 and Cyberpunk are the 2 games that come closest to what we saw in the trailer. Considering the fact that the game will be more beautiful upon release as usual (the first trailer of RDR2 looks so much worst than the final game with only 2 years difference). You need to play to uderstand how impressive their games are. Try it and you'll see that GTA6 gonna be craziest as you can thinking. (leaks are a good thing to show you how big the game will be).
@@bakacdaz Well if you enable split screen, you split the amount of pixels you need to render, so both representations of the scene are rendered at half resolution, which theoretically equals rendering the scene once at full resolution. However, I am not taking into account things like culling or texture streaming, that may contribute to slightly higher rendering cost, since it could happen that your render two totally different parts of the scene at the same time (more geo & textures loaded in at the same time). But there are ways to fix this, see virtual textures, virtual geometry or super sampling like DLSS. PiP on the other hand is more like rendering the scene at full resolution once and then rendering it again, but at a resolution that fits the purpose. You can get away with smaller resolutions and slower update rates (e.g. rendering it at 256x256 pixels, at 25 fps, instead of 1080p at 60 fps). You can also decide to exclude certain things from being rendered twice. Shadows, volumetrics, reflections, complex foliage etc. are good examples, since you may not even spot the difference, if the output resolution is very small. If your scene already reached or is close to the max, you should switch to other methods instead of PiP. In the case of GTA 6, I think it is totally doable to render a few render targets on smart phone screens, but less likely in the form of video. These could be still images taken of the actual scene, at a lower resolution, when the needed resources are available. That would still be limited though, since there is only so much VRAM available to us, with all those fancy textures streamed into memory. But don't get me wrong, the video approach is not impossible. That is exactly how I do security cameras in my game. However you need to be smart about how and when to render your scene on top of what you already see on screen. A single NPC making a low resolution video in a less complicated environment would not be a problem.
Great video! What I haven't seen being mentioned in most of these type videos is the muscle deformation. Not only the butt jiggle, but all muscles. Very visible on the guy running towards the camera on the beach checking his watch. Just slow it down a little. It would also be interesting to see how those muscle movements react to bullets, explosions, punches, etc. If they react at all.
What amazed me the most was variety of npcs and body types there will be tall and shorter guys , fat and thin and they look more defined and realistic than GTA 5 or any other game Which makes me wonder whether they will bring back the gym system from San Andreas, i would love to see customisation taken to whole new level
Holy cow this video is great, I’m a total layman and you explain things really really well. The script is tight and the jokes are funny, editing is pretty good, instant sub. Would you ever do a video about Team Ico’s games? Specifically shadow of the colossus? What they managed to do on the ps2 is well worthy of a discussion even today!
This comment brought a smile to my face. Specially since I stress myself about the quality of my videos ahah And thats a possibly. I love to revisit older games and do a late review/documentary kind of thing
@@ObviousMalcolm_PLUS nah man this is the first time I saw your videos and after like 2 min I was like, yes this guy is funny asf while educating us at the same time, subbed!
Other people pointed it out, but the pool stick is probably also not vertex deformation, rather an animation with bones - I argue that it is a lot more ressource heavy, but you could also go with Bezier curves for a limited bending of a stick. Vertex deformation on that scale (perfect bend) would mean a high resolution, which makes it even more wasteful in terms of ressources when it comes to an object that size. For cars, static objects etc. sure, absolutely. But these are just my thoughts.
Volumetric clouds are the best. It's beautiful in RDR2 but in GTA6 you'll actually fly through and around them. I'm playing KSP1 rn with volumetrics clouds and it's so beautiful and fun to fly through them.
Very interesting kind of in depth analysis. Rockstar truly has evolved their engine, and the knowledge and skills with it, to make the most optimized sandbox game out there.
3:06 the pole bending can be created by IK not Vertex Deformation bc the pole is the same as a rope just more stiff.... 16:52 Hair physics are most likely volumetric particle based meaning they wouldnt cause more lag than the smoke particles. And youre completely ignoring the scene at 16:00... her body is jiggling... thats Soft body physics, the same that used to deform the car... as well the mirror reflections could just be pure raytracing out the box... none of these features are new, they just havent all been put into a single game at this quality level... and also you dont see any game play in the trailer, so majority of the clips could just all be prerendered bs
I think the detailed car interiors will be for things like changing the radio your character does an animation that actually turns the dial. Or when doing a driveby shooting they roll down the window instead of smashing it out. Or shifting gears actually moves the gear shifter. Getting into cars and adjusting the seat and mirrors too.
Earned my sub man, the production quality of this video was really outstanding and you deserve a lot more support. Hope you start growing and keep it up:)
I just hope that car damage will be more advanced compared to GTA 4 and 5. I am not asking for a Beam NG car accident, since it would be too much, but i would like to see a kind of damage that can fit in a game where realism and immersion are at the top of everything (considering that action games are well known for both shooting and destruction).
@@xCarbonBlack if it's so then i can say it's a scam. Making a huge map or insane graphical details is not that hard like making a proper damage and ragdoll system. If we pay 80$ or more for a game we should expect a better quality and not an arcade action game. Arcades are meant to be paid 30$, not 80 or 90$. In that case they are scamming us.
I just want to remind everyone that the game _Mafia: City of Lost Heaven_ had Vertex Deformation on cars in 2001. Cars could also get gears stuck if you engaged the clutch wrong, oil could leak out the car, you had to refuel at gas stations, you could shoot off the wheels by shooting the axel, and even more features that the GTA series only got 10 years later.
Mafia 1 had Dan as a director who also directed Kingdom only game that comes close to RDR2.with how alive its world is. You really need to have someone that is ambitious and has clear vision in order to get games that really excell in certain areas.
Thank you for actually getting the mirror tech correct. Digital Foundry thinks it's full ray-tracing lmfao. It has the SAME artifacts that PIP has which Real Time Reflections doesn't have. Arma 3 is a perfect example of this, lost all credibility in Digital Foundry for me. The only real time reflections that will be in GTA6 are the same that's in GTA5 right now for consoles. Imagine thinking consoles could run RTGI and reflections on hardware that already struggles to run software based counterparts. At least they can count jaggies on a bra though. Keep your expectations in line, it will be an amazing game but be realistic with current tech on consoles, they already use cut-down versions of ray tracing and real-time lighting compared to PC. Consoles use 1/12th the amount of light bounces PC does, lots of light bleed and completely reliant on denoisers to get a semi-decent image. GTA 5 trailer used baked lighting that is 10x more complex than what we got. So don't believe the lies when people say the trailer is 100% of what you get when it comes to Rockstar, they use tricks like everyone else.
better hardware is the easy way out of a performance problem, but if you improve the code you could infinitely optimize a game... so raytracing is a viable option if they figured out a faster way to do raytracing
@user-tr7vo8zt5l you can not infinitely optimize a game. That is pure cope and shows you know nothing about game development. There's only so many CPU cycles and past that you are compromising what you are able to do. You can only optimize so much.
i have been developing games since 2009 actually and it shocks me that your education on this topic comes from thin air...first of all raytacing can run on a gameboy.... also. sir, this isnt just a game development topic its more about computer science in general... any programmer knows that the cpu load comes from code. better code means less cpu load. which means theres infinite possibilities. because in programming theres infinite amount of ways to do one thing@@JordanJ01 the CPU has nothing to do with raytracing however, thats the GPUs job. code that is responsible for rendering a game can be optimized infinitely as well... so both CPU & GPU can be infinitely optimized... meaning if they find a way to either optimize their rendering system or optimize somewhere else then its very possible to do what you claim is impossible.... first of all raytracing isnt a heavy process to begin with, so mirror reflections would be pretty cheap to do... but in the case that its not, you can always optimize the shit out of the game until youre happy.... the reason most games run at around 60FPS is because the developer chose to optimize it to run at that frame rate, they could have went further and attempted to get 1000FPS if they wanted to, but like i said, 60 is just fine so they stop optimizing once they can reach at least 60FPS or whatever frame rate their targeting... New optimization techniques come out every few years... research before you speak. theres always a new loop hole waiting to be discovered in the computer science world. Some examples of optimization techniques would be LODs, Imposters, OcclusionCulling, then theres Dynamic Occlusion Culling, then you have procedural Generation, then you have sectors, then you have texture atlas, virtual textures, theres gpu instancing, they even have audio optimizations, i mean these are just a few coming off the top of my head when it comes to specifically game development, in computer science you have simple optimizations like using multiple threads (its possible to do the same thing that takes multi threads on a single thread faster if you know what youre doing), my point is, theres a lot of different ways to get more frames, when developing a game you just use as many as you need to achieve the desired framerate,,,, infinite amount of ways sir... why do you think FRAPS got replaced with ShadowPlay!?!? Better fuckin code lol well honestly the diference would be they made the recording happen straight from GPU instead of trying to do all that on the CPU, btu still thats an optimization within code... Hardware is the cheap and east way out, all you have to do is beef up your CPU or GPU and thats a way to get more frames, but the hard and tedious way is sitting down looking at all your code and finding ways to take less time between frames.
well anyone reading the comments will see how i proved you to be completely incorrect so you dont have to read anything tbh@@JordanJ01 in the name of computer science i won this debate
Really surprised at your sub count and views on this honestly, the quality of your content and the attention it's getting does not line up, you are underrated asf bro
Really interested to see if they take a RDR2 approach with npc behavior or more of an old school one. RDR2 really built itself off of the npcs all having a job and a life but with how large gta 6 will be is it too much to ask?? Chances are it will be a mix of both with more detail in smaller areas of the map but let me know what y’all think.
i've always been a vehicle lover in video games so seeing Modular Vehicles gives me hope to see many new things i wanna see from vehicles. Including more rich and interactive details, more realistic and spectacular crashes and damage, and more realistic movement and interaction. And not just with your stand cars and trucks, but your more unique vehicles. Helicopters, planes, boats, military, construction, etc...
Finally you are getting the amount of views you deserve! Loved the video! As a 3D artist myself, I geeked out over every little detail, they managed to put in the trailer like the hairs and stuff... Keep up the great videos!
It's the skinning that really gets me. I would love to be able to sit down for a day with the artists and see how they achieve those results, I understand the basics but how you achieve this flawless result with no deformation as far as I can see despite some very natural looking animations with such a wide range of movement is basically magic.
I just want more depth for Gta 6...let us enter most of the buildings on the map to explore like mazes. Let us be able to talk to and hire advanced npc's...open up a ton of business to be used as gang fronts. ect. Give us relationship meters for all the gangs, Police Departments and NPC's on the map. Give us exclusive choices where we wanna align ourselves created consequences that help influence the living world around you.
The grenade not hitting the seat has nothing to do with vehicle modularity. It's the vehicle's collision model. It's common in games to use a simplified model for collisions to improve performance. Lucia waving her arms outside of the car is simply an animation and could easily be achieved in GTA 5 as well without altering the engine. The collisions models in GTA 6 might be better than GTA 5 due hardware getting stronger, but it's never going to perfectly match the visual model. That would tank your performance no matter which engine you're using.
The population density in the trailer is clearly just there to showcase as many different body types as possable and becouse it looks good. Take that beach for example, are the entire beach gonna be that populated or just 1 specific area leaving the rest of the beach almost empty becouse there is no chans they gonna load up an entire Florida beach with that population density and expect a console to run it. That poulation density is clearly just there for the trailer or a scripted cutscene.
The entire trailer was rendered in-game. Rockstar just programmed the beach shot so that nothing behind where the camera was pointing, would load. No textures loaded, no NPCs loaded, no structures loaded. This gave the hardware the power to load everything and everyone on the beach in front of the camera
Wonderful video, and I greatly enjoyed all the specifics. Most trailer analysis videos miss that mark and focus mostly on the superficial. Glad to have found your channel!
is the bikini changing shape not just weight painting? Think that's pretty commonly done for anything that's attached to a skeleton to make sure that the mesh follows the bones. At least, this is going off my very crude knowledge of Blender, which I don't know if it applies to all other games.
It IS just weight painting. And I feel that many points that were raised in the video are lacking from a technical standpoint because we don't have proper context from the trailer alone. In my opinion the footage from the social media clips in the trailer, which are many of them actually, might as well be prerendered (in engine, but still, the cinematic team curated some good looking shots for simulating ingame social media reels), similar to any of the previous entries' tv channels, or hell, even how Cyberpunk for example did tv channels, with mocapped animations and custom environments, but it's by no means something you'd just "stumble upon" as a random event ingame. So the point about the bending pole which might as well be a simple rig, or the parallax shader in the window with the old guy, which might as well be an actual room done for a prerendered scene, don't scream "pushing the envelope technologicaly" for me. The hair physics are nice, water looks pretty sweet too, but from the trailer alone I can't say I saw anything mindbendingly new, and just because the trailer is in engine, doesn't mean that it wasn't curated to high heaven.
@@MrAisle6 I think generally Rockstar does show in-game shots in their trailers even if curated though, so at the very least, some shots are what we will see
@@MrAisle6 YEP. It's just weight painting. And the bending pole ? Could just be animated with bones. Most of the stuff that this guy talks about are either wrong, full of useless technical words or just theories. Hell, everyone forgot to not take everything on a trailer for granted, sure it's Rockstar we are talking about, but they DO lie to the customer too, and they do apply to the same rules as other publishers for their trailers aka: "Let's make it just a little bit better looking you know... for the trailer..."
I remember when gta 4, 5 and rdr2 was the peak of video game graphics when they came out. And now again with this looking like the literal peak of realistic video game graphics
Noob question, I am really interested in the technical stuff but not quite savvy to understand everything. But why does Rockstar always push the limits of what’s possible in video games? Is it because they have the time to properly do it, is it because they have the best developers, can other developers do it but choose not to because it’s too expensive and time consuming or because they can’t? Every time we think we’ve reached the limit of graphical fidelity and advanced physics, Rockstar comes in and blows everyone away. How are they doing this?
Rockstar's mission from the first GTA was to make videogames that played out like action movies - this means immersive action and cinematics. Following San Andreas, the expectations put on GTA IV to be bigger, better, and more beautiful were enormous. How do you follow up the most beloved game of all time? GTA IV did live up to the hype, it built upon the game play immersion, realism, and the quality of character interpretations in the game. Action, emotion, drama, character, realism, immersion, and the general feeling of simulation were all improved. Now some games were matching them in physics, some out doing them graphically and some outgoing them in open world interaction. However, as a combination, very few games were coming close to what Rockstar was achieving - cinematic, movie-like games that also had fun/realistic gameplay. Following GTA IV was Red Dead Redemption. By this point it was very clear the niche Rockstar, again the visuals, action and drama were all improved upon. GTAV had enormous expectations to live up to. For Rockstar to remain the premier developer in it's niche and create a product it was expected to it HAD to live up to what fans expected and they HAD to improve. Thus, Rockstar can do no less than push the limits of cinematic story-telling, realistic world building, and graphics and mechanics that push the boundaries in immersion because that's the standard they created. If they didn't do these things they'd be betraying the core concept of their company's mission. They do it because each time they get closer and closer to presenting - a game that's indescernible from and plays out just like an action movie. Peepee poopoo
Also, Rockstar is one of the very few games developers in the market that can afford INSANE development times and spendings, because, considering the evolution that Androogalt mentioned, for them, spending to much is not a gamble anymore compared to other studios, so they are very confident that the game will not flop and they can go all-in with the development, I mean, which other games can afford 10 years development time? (Of course that GTA Online constant cash flow makes this long and costly development process viable)
because console/AAA gamers are always 10 to 25 years behind PC.... they do his to milk as much money as they can until everyone is bored then they add a new "technological breakthrough" thats really 25 years old its just you didnt know it existed because you play AAA games....
In regards to vehicle modularity, I want blinkers! They can take a page out of Gran Tourismo's book and use the touchbad (left) (right) for turn signals (middle emergency lights), I want to see the character flick that signal! I want to hear the clicking of my blinker!
Which feature/technology are you most excited for?
The ass jiggle physics
Advanced Latina Technology. That's all I care about now.
Jiggle physics technology 😂
Definitely volumetric smoke/particle effects.
@@AdiusOmega Same ting.
When it comes to dynamic car elements, it would appear to me that this is because Lucia is likely around 5'7" while Jason is going to be like 6'1" or something, and presumably the protagonist will adjust the seat and mirrors when entering a car
come the fuck on so they're both taller than i am
That and I imagine the first person mode in this game is gonna be a lot more sophisticated, so if you drift around or do a random stunt jump, you will presumably get to see the rearview mirror and a few more other decorations just move around and react to what's happening, maybe even the character being physically shoved around by the seats, it's gonna be really interesting how all of that is gonna play out and I honestly can not wait!
@@ImAbokai Thats a good point
jason looks 6'2 and lucia looks 5'4
@@ImAbokai if they make the car interiors intractable and customizable that would be so cool, definitely have to work really hard to get best pc and ps5 pro
If you look on the scene of everyone on the beach with the women walking towards you. In the distance on the right there are like 5 people standing in the water stiff as a statue. I guess they have still reached some limitation there
You’ve never stood still in water talking to buddies??
@@KanyeWestLyricalGenius not stood solid like a plank of wood with absolutely no life in me. No, i haven’t.
@@WillLSPSdo you even have friends?
@@WillLSPS dude you’re missing out.
@@noposwowvato a couple. But i wouldn’t go to the beach in December to stand still in water to talk to them. Do you even go outside?
Great video man! Keep this up and you’ll make it big on RUclips! Wouldn’t mind seeing you breakdown other video game technology improvements even from the past, for example you showed the euphoria rag dolls. Love to see you cover something like that!
thank you so much! I absolutely loved how GTA 4 implemented Euphoria engine vs how GTA 5 did it. So it will surely be something ill research
@@ObviousMalcolm_PLUS also would like to say, great video.. but more so, dam was GTA IV a good game! The euphoria physics are still my favourite out of any GTA game, and the NPCs react so well. Hope GTA 6 is more like GTA 4 as opposed to GTA 5.
Would also be amazing to help you out with subtitling your videos... I can't define the amount of time I spend reading videos subtitles and I enjoy them even more...
That hair tech that Rockstar is using is absolutely insane. The best hair physics in any game I've ever seen
dead island 2 has got some really really damn good hair technlology, though this might take the cake.
Massively improved hair physics was one of my biggest predictions for GTA VI. I always thought the physics for long hair was the thing that looked the least impressive in their latest game (RDR2) and when I saw in the leaks that one of the protagonists was a woman with long hair I just knew we were in for something special.
Looked into Nvidia's Hairworks?
@@Brigand17 Nvidia Hairworks can look really good but it’s not at the level that’s shown in the GTA VI trailer.
@@simonlegosson7082 rule nr 1: never trust trailers
I think that people forget that GTA 5 is a 10 year old game, that somehow managed to release on ancient hardware (xbox 360). The reality is that GTA 6 is really a jump of 2 generations.
True
Something to note, Vertext Deformation is 2 separate things.
On characters it is Skinning aka you paint the amount of deformation based on distance to the rigged bone which makes the mesh inherit the movement and animation of the parent rig.
On non rigged objects it is Plasticity (as seen in beam NG) the ability for an object to reform and retain a new shape.
in the case of that bending pole it could be (and my bet is on) just a lot of extra edge loops around the bend of the pole with some special math that orients the pole based placement of hands, end pointing at target and calculating the curve in between or interpolating the curve.
Good comment but its probably just shape keys something we have been using in the industry since like 2005
@@tan9187 that too, I knew I was forgetting something. But yeah ultimately "vertex deformation" is not something new to the industry at all
also texture written vertex animation
the pole could also just be 2 bones, one in each end, bending the pole
Yeah, i think he is talking about physics of stress and strain, not skinned geometry, usually game physics engines don't even simulate stress/strain cause it would need some sort of FEA(Finite element analysis), so i guess rockstar is doing approx. realtime FEA.
The hair physics in that model photoshooting shot is shockingly impressive to me, easily the most revolutionary tech shown in the trailer. Realistic collision with almost no model clipping. It will take the hair modeling of the industry to the next generation. I don't think I've seen any game with that level of high quality hair physics. There are some niche games with similar hair physics, but never as good. It's strange to me that it doesn't get talked about too much in all those analysis videos.
Btw about the npc density, just wait and see how the internet will react when someone carries a minigun to the beach.
Cyberpunk has similar hair physics
Agreed, that's what blew me away more than anything else.
@@prcvl 2077 also had good clothes layer physics, no crazy clipping and you can nicely layer things like jackets n stuff
the hair is volumetric particles with physics applied... the same thing as smoke particles just in the shape of hair
@@prcvl cyberjunk was a bad joke
dude this was really the best, smartest and most technical GTA VI trailer review I've seen.
I just realized he looks like Andrew Tate💀
The deformation on character models is caused by animation not shader deformation as you demonstrated in unity. One is vertex manipulation the other is vertex deformation. There is a big difference between the two. Manipulation through animation has been around since the first skeletal structure for animation.
If you want to talk about insanely awesome vertex deformation look at the original crash bandicoot. Every movement, every expression and every finger bend was all through vertex deformation. Basically the games animation for Crash is one big shader.
GTA6 is most likely not using vertex deformation on the character models. Especially for something like turning around.
You are absolutely correct. I should ve made the distinction between what we see on facial expressions, which is done through manipulation vs. what we see in BeamnNG which is true deformation of a 3D model.
However i wanted to simplify the examples as much as i could so that people could understand the concept.
@@ObviousMalcolm_PLUS Understandable. It isn't really something people think about unless they have played with it themselves.
@@shanekeenan1302 if it’s not vertex deformation than what are they using to bend limps and the jiggle physics around the body
Finally someone thar praises the NPCs in Watch Dogs 2, I played that game for hours and hours just because the city felt alive to me, interacting with NPCs, harrasing them, making them laugh etc. Good stuff.
Yes.. No body talks about that.. But I think watch dogs npc's are more natural than most games
The mirror reflections in GTAV were achieved with the PIP (render to texture) method or by having reversed geometry on the opposite site of the wall with the mirror on. However, the current gen consoles now have true hardware raytraced reflections (with a fallback on cube maps past a certain ray distance) in fidelity mode. It's these ray traced reflections we're seeing in the GTA 6 trailer. The PC version hasn't been patched with these reflections for some reason; probably because with existing texture mods and full raytracing GTAV on PC could in some ways outshine the visual quality and impact of GTAVI on consoles so they're holding it back for now.
Nah gta 6 is better
Nah ur wrong kid
Outshine gtavi graphics?
Even if they reworked the lighting in gtav to support ray tracing, it would never look as good as the new game
Ray tracing is far from the only graphics technology that influences visuals
In fact, most games use it for one part of the visuals as it's very expensive
Global illumination is pretty common, then you have ambient occlusion, and then there's reflections (very costly)
There are more ways to use it too, but adding in raytraced reflections will not do much to gtav
I've seen some really cool realistic mod packs, but nothing like gtavi
@@CYXNIGHT cap and bait
@@mrb1051 u good lil guy?
Hey, just wanted to point out... I believe what you're talking about with the crocodile is not called vertex deformation (although it is included in it). Vertex Deformation has always been present ever since we're able to rig meshes to skeletons (so basically any game with skeleton rigs since the 2000s or before). What is seen in the video with the "bendable pole" is most likely just a high resolution mesh with a rig in which one end has an IK (Inverse Kinematic) point attached to the Crocodile and the other one has two (one to each hand).
The same thing is usually used when animating a character and moving their legs/knees to ensure the feet stay on the same-ish contact point after moving the center of mass. Old games and animators didn't have this, hence why you sometimes see feet move in idle or standing animations even though the character (Feet had to be manually adjusted).
As for the (pun intended) bikini changing shape, that's just basic skin wrapping.
TLDR It's most likely a real-time IK mechanic from the engine, or a pre-done animation. Vertex deformation has been with us for a long time.
There's a lot of misinformation in this video
The rod is not the only one, by far
11:46 The point of car modulation can also be seen in the GTA 6 trailer when Lucia turns around on the carseat, at which point you can see a slight recline in the seat under Lucia's weight.
The effort you put into this video is outstanding, you had my attention throughout the whole video 😮🙂 subscribed!!!
Glad to hear that. I always stress out about my pacing being good or not
Resonates with me!!!!
@Silvartop I think the pace is fine its not fast or slow it seems right
Me too!
As a game developer I've seen all these technologies in one form or another in recent years.
But it's still wildly impressive how Rockstar seems to have put all the things into one game at the same time. That's the real innovation here.
If Rockstar wanted to make 70% of interiors seamlessly enterable without any loading screens then they can simple use a chunk system for the interiors. When moving around the map only the buildings in your area that you can noticeably see the interior are loaded where as a building in the distance which u can see but can hardly see the interior. The interior would be swapped with an insanely low Poly count version or just no interior at all and uses the Layered 2D images.
Smart thinking
But when online comes around that would be a problem
@@LK.1207 not necessarily as it would render different for each player, and say a sniper scope would just render it back in.
@@aussieknuckles I suppose that would make sense. I don't know a lot about this kind of stuff it just seemed like a problem I thought of
@timmymcgary I guess it would still be a problem for immersion, an I really cant see Rockstar doing this method. Reason being is Fidelity. Its more likely that many interiors will be parallax interiors with actual enterable interiors being more likely rendered like that of the Original Vice city, think the first Safe house on the beach strip.
09:15 I remember shooting my reflection in the mirror with a shrinking gun so I could shrink myself for a brief moment in a game called Duke Nukem 3D back in 1996.
Or I could shrink enemies and then step on them. It was a bit disappointing to me when GTA V came out for PC that there weren't rear view mirrors ( since it's still called GT *AUTO* )
But I tried GTA V Online after many years and it's literally shocking to me how good this game still looks/feels/plays. I can't even imagine how good 6 will be.
I imagine that instead of using parallax for the windows they will use the same tech they used in spiderman 2 which is actually a form of ray tracing it's just that the 3d room isn't directly behind the window but else where and is traced on to the window to give a true 3d effect that also uses the real time global illumination and RT shadows to make the room look like it's truly behind the window
Or the rooms are just enterable physical spaced
Just when I thought every detail of the GTA VI trailer had been covered. Wow, each of these details are huge and industry changing. It will be so immersive. Great work making explaining all of this in a way us (less knowledgeable) folk can understand. Imagination running wild.
You sound young. Don't let hype get to you. Ignore the news and buy the game when it comes out. Play it as you would, not as what you expected.
@@TheCuriousNoob Thanks and I respect your approach to waiting on this game. I don't think it's bad to be excited and riding the hype behind this game. Rockstar has a strong track record of releasing games that are improved versions of the trailers. All the technology discussed in this video will be in the game. Imagining that in gameplay during the 2 year wait isn't bad, it's kinda fun
Game developer here:
Onto the deformantions, this could be done in animation, either by adding shape keys, some sort of bendy bones ( which if supported still impresive ), even shader techniques, the girls bikini could be deforming due to the way it was skinned as well to the rig. So nothing Unreal cannot do except the bendy bones.
The volumentrics look nice the fact that there are two it could be just two emitters, rather than something adaptive.
I will not jump the gun on the Parallax because we could just be looking at an interior.
I really REALLY really doubt that what you see on the phone is an actual render target, those things add up quick as you mention, you are rendering the scene twice, per capture. It's too low rez to tell, but that would be super impresive, Maybe it just takes a snapshot so that it gives the general impresion that he is taking a pic.
I will not take in game sequences as proof of actual geometry, this is why: In Unreal engine,I can just bind Lucia to my car disable the collision between both and position her at a specific point and I get the same result. Outside of a sequence when I do not direct the specific action could be different because the collisions are enabled.
The choppy crowds in GTA 5 is due to the fact that they are using a vertex animation technique, These NPCs are use more as a noise or filling they get swap by real ones the closer you get to them. This is a technique that was used for crowds in Assassins creed, there's even a GDC talk about it in youtube.
So in short I don't see anything on the Trailer that I haven't seen on the current tech. I hope they prove me wrong in the end, thank you for the vid.
To your last sentence: it is true that there seems to be barely any tech that doesn't already exist in a form in a game or tech demo / rendering feature of a game engine, but obviously the impressive fact is that they have so many of them and so much of it, running simultaneously in such a presumably large and highly interactive and detailed world.
Ignoring the fact that everything you've mentioned is in an open world game as RDR2 or GTA5 is, proves that you probably never played a game from Rockstar Games.
TLOU2 and Cyberpunk are the 2 games that come closest to what we saw in the trailer.
Considering the fact that the game will be more beautiful upon release as usual (the first trailer of RDR2 looks so much worst than the final game with only 2 years difference).
You need to play to uderstand how impressive their games are.
Try it and you'll see that GTA6 gonna be craziest as you can thinking.
(leaks are a good thing to show you how big the game will be).
@@matinprsd For sure I was just looking at the Tech side but stiching it all together it's a task for magicians
And what about PIP thing.
Did it really that hard to make?
Isn’t Split Screen every multiplayer games use since PS1 era technically PiP too?
@@bakacdaz Well if you enable split screen, you split the amount of pixels you need to render, so both representations of the scene are rendered at half resolution, which theoretically equals rendering the scene once at full resolution.
However, I am not taking into account things like culling or texture streaming, that may contribute to slightly higher rendering cost, since it could happen that your render two totally different parts of the scene at the same time (more geo & textures loaded in at the same time). But there are ways to fix this, see virtual textures, virtual geometry or super sampling like DLSS.
PiP on the other hand is more like rendering the scene at full resolution once and then rendering it again, but at a resolution that fits the purpose. You can get away with smaller resolutions and slower update rates (e.g. rendering it at 256x256 pixels, at 25 fps, instead of 1080p at 60 fps). You can also decide to exclude certain things from being rendered twice. Shadows, volumetrics, reflections, complex foliage etc. are good examples, since you may not even spot the difference, if the output resolution is very small.
If your scene already reached or is close to the max, you should switch to other methods instead of PiP.
In the case of GTA 6, I think it is totally doable to render a few render targets on smart phone screens, but less likely in the form of video. These could be still images taken of the actual scene, at a lower resolution, when the needed resources are available. That would still be limited though, since there is only so much VRAM available to us, with all those fancy textures streamed into memory.
But don't get me wrong, the video approach is not impossible. That is exactly how I do security cameras in my game. However you need to be smart about how and when to render your scene on top of what you already see on screen. A single NPC making a low resolution video in a less complicated environment would not be a problem.
I also remember the smoke that would appears in gta 4 after a severe and strong gunfight inside a building
Great video! What I haven't seen being mentioned in most of these type videos is the muscle deformation. Not only the butt jiggle, but all muscles. Very visible on the guy running towards the camera on the beach checking his watch. Just slow it down a little. It would also be interesting to see how those muscle movements react to bullets, explosions, punches, etc. If they react at all.
What amazed me the most was variety of npcs and body types
there will be tall and shorter guys , fat and thin and they look more defined and realistic than GTA 5 or any other game
Which makes me wonder whether they will bring back the gym system from San Andreas, i would love to see customisation taken to whole new level
Holy cow this video is great, I’m a total layman and you explain things really really well. The script is tight and the jokes are funny, editing is pretty good, instant sub.
Would you ever do a video about Team Ico’s games? Specifically shadow of the colossus? What they managed to do on the ps2 is well worthy of a discussion even today!
This comment brought a smile to my face. Specially since I stress myself about the quality of my videos ahah
And thats a possibly. I love to revisit older games and do a late review/documentary kind of thing
@@ObviousMalcolm_PLUS nah man this is the first time I saw your videos and after like 2 min I was like, yes this guy is funny asf while educating us at the same time, subbed!
you definetly deserve more subs for the work you have put in this video!
loved the presentation of this video, glad this popped up in my recommended. very well done :)
I appreciate that 💪
Other people pointed it out, but the pool stick is probably also not vertex deformation, rather an animation with bones - I argue that it is a lot more ressource heavy, but you could also go with Bezier curves for a limited bending of a stick. Vertex deformation on that scale (perfect bend) would mean a high resolution, which makes it even more wasteful in terms of ressources when it comes to an object that size.
For cars, static objects etc. sure, absolutely. But these are just my thoughts.
Alright, I'll say it. WHO ORDERED A YAPPUCCINO
booo
In terms of interiors, I think some will be real modeled interiors and others will use parallax to save resources.
if you go inside the inferiors, I think they will swap with the real one while looking inside the inferiors will be used as parallax
Volumetric clouds are the best. It's beautiful in RDR2 but in GTA6 you'll actually fly through and around them. I'm playing KSP1 rn with volumetrics clouds and it's so beautiful and fun to fly through them.
If I cant walk into every building in GTA 6 then i dont want it. Havent been waiting for years just for another GTA 5
He's got everybody trying to click with that thumbnail.
Very interesting kind of in depth analysis. Rockstar truly has evolved their engine, and the knowledge and skills with it, to make the most optimized sandbox game out there.
I don’t get why people complain about Rockstar taking their time with GTA6 when they are literally busy developing real life
This is Andrew Tate’s benevolent twin.
Dude you know so much about games, loved your channel, and to think that I only knew you as the singer in OK GO
3:06 the pole bending can be created by IK not Vertex Deformation bc the pole is the same as a rope just more stiff.... 16:52 Hair physics are most likely volumetric particle based meaning they wouldnt cause more lag than the smoke particles. And youre completely ignoring the scene at 16:00... her body is jiggling... thats Soft body physics, the same that used to deform the car... as well the mirror reflections could just be pure raytracing out the box... none of these features are new, they just havent all been put into a single game at this quality level... and also you dont see any game play in the trailer, so majority of the clips could just all be prerendered bs
I think the detailed car interiors will be for things like changing the radio your character does an animation that actually turns the dial. Or when doing a driveby shooting they roll down the window instead of smashing it out. Or shifting gears actually moves the gear shifter. Getting into cars and adjusting the seat and mirrors too.
And the trigger actually moves when firing a weapon.
Earned my sub man, the production quality of this video was really outstanding and you deserve a lot more support. Hope you start growing and keep it up:)
0:43 fun fact: if you look closer to left, you can see a Lance Vance reference (guy with white cloth)
I just hope that car damage will be more advanced compared to GTA 4 and 5.
I am not asking for a Beam NG car accident, since it would be too much, but i would like to see a kind of damage that can fit in a game where realism and immersion are at the top of everything (considering that action games are well known for both shooting and destruction).
it looks like same like GTA 5
@@xCarbonBlack if it's so then i can say it's a scam.
Making a huge map or insane graphical details is not that hard like making a proper damage and ragdoll system.
If we pay 80$ or more for a game we should expect a better quality and not an arcade action game.
Arcades are meant to be paid 30$, not 80 or 90$. In that case they are scamming us.
@eyeoftruth4405 we literally just saw a upside down car in the trailer
@@dudemp4 And?
I just want to remind everyone that the game _Mafia: City of Lost Heaven_ had Vertex Deformation on cars in 2001.
Cars could also get gears stuck if you engaged the clutch wrong, oil could leak out the car, you had to refuel at gas stations, you could shoot off the wheels by shooting the axel, and even more features that the GTA series only got 10 years later.
GTA always used deformation on the cars.... go back to the earliest GTA. the cars always could be misshapen
Mafia 1 had Dan as a director who also directed Kingdom only game that comes close to RDR2.with how alive its world is. You really need to have someone that is ambitious and has clear vision in order to get games that really excell in certain areas.
Thank you for actually getting the mirror tech correct. Digital Foundry thinks it's full ray-tracing lmfao. It has the SAME artifacts that PIP has which Real Time Reflections doesn't have.
Arma 3 is a perfect example of this, lost all credibility in Digital Foundry for me. The only real time reflections that will be in GTA6 are the same that's in GTA5 right now for consoles. Imagine thinking consoles could run RTGI and reflections on hardware that already struggles to run software based counterparts. At least they can count jaggies on a bra though.
Keep your expectations in line, it will be an amazing game but be realistic with current tech on consoles, they already use cut-down versions of ray tracing and real-time lighting compared to PC. Consoles use 1/12th the amount of light bounces PC does, lots of light bleed and completely reliant on denoisers to get a semi-decent image. GTA 5 trailer used baked lighting that is 10x more complex than what we got. So don't believe the lies when people say the trailer is 100% of what you get when it comes to Rockstar, they use tricks like everyone else.
better hardware is the easy way out of a performance problem, but if you improve the code you could infinitely optimize a game... so raytracing is a viable option if they figured out a faster way to do raytracing
@user-tr7vo8zt5l you can not infinitely optimize a game. That is pure cope and shows you know nothing about game development. There's only so many CPU cycles and past that you are compromising what you are able to do. You can only optimize so much.
i have been developing games since 2009 actually and it shocks me that your education on this topic comes from thin air...first of all raytacing can run on a gameboy.... also. sir, this isnt just a game development topic its more about computer science in general... any programmer knows that the cpu load comes from code. better code means less cpu load. which means theres infinite possibilities. because in programming theres infinite amount of ways to do one thing@@JordanJ01 the CPU has nothing to do with raytracing however, thats the GPUs job. code that is responsible for rendering a game can be optimized infinitely as well... so both CPU & GPU can be infinitely optimized... meaning if they find a way to either optimize their rendering system or optimize somewhere else then its very possible to do what you claim is impossible.... first of all raytracing isnt a heavy process to begin with, so mirror reflections would be pretty cheap to do... but in the case that its not, you can always optimize the shit out of the game until youre happy.... the reason most games run at around 60FPS is because the developer chose to optimize it to run at that frame rate, they could have went further and attempted to get 1000FPS if they wanted to, but like i said, 60 is just fine so they stop optimizing once they can reach at least 60FPS or whatever frame rate their targeting... New optimization techniques come out every few years... research before you speak. theres always a new loop hole waiting to be discovered in the computer science world. Some examples of optimization techniques would be LODs, Imposters, OcclusionCulling, then theres Dynamic Occlusion Culling, then you have procedural Generation, then you have sectors, then you have texture atlas, virtual textures, theres gpu instancing, they even have audio optimizations, i mean these are just a few coming off the top of my head when it comes to specifically game development, in computer science you have simple optimizations like using multiple threads (its possible to do the same thing that takes multi threads on a single thread faster if you know what youre doing), my point is, theres a lot of different ways to get more frames, when developing a game you just use as many as you need to achieve the desired framerate,,,, infinite amount of ways sir... why do you think FRAPS got replaced with ShadowPlay!?!? Better fuckin code lol well honestly the diference would be they made the recording happen straight from GPU instead of trying to do all that on the CPU, btu still thats an optimization within code... Hardware is the cheap and east way out, all you have to do is beef up your CPU or GPU and thats a way to get more frames, but the hard and tedious way is sitting down looking at all your code and finding ways to take less time between frames.
@@DMogul-i9u
Lol you typed out something I'm not going to read, hope that was fun.
well anyone reading the comments will see how i proved you to be completely incorrect so you dont have to read anything tbh@@JordanJ01 in the name of computer science i won this debate
"GTA 6" and "Flops" are three words I never expected to hear in the same sentence
wow!! this is the best analysis
Im glad to see so many people liking it. Thank you!
Just to be clear, the amount of realistic the game trailer is, considering that Rockstar never uses CGI is truly mindblowing. Massive respect🔥
Really surprised at your sub count and views on this honestly, the quality of your content and the attention it's getting does not line up, you are underrated asf bro
I really appreciate that. Seeing comments like this make it all worth it, tbh
Great video
Wonder if there gonna be an other video on gta 6 trailer analyse?@@ObviousMalcolm_PLUS
1:43 "make them bout so straight, I should know"😂😭
Really interested to see if they take a RDR2 approach with npc behavior or more of an old school one. RDR2 really built itself off of the npcs all having a job and a life but with how large gta 6 will be is it too much to ask?? Chances are it will be a mix of both with more detail in smaller areas of the map but let me know what y’all think.
Well rd2 came out before the next gen consoles so rockstar does have better technology to work with.
from the background music to the cutscenes and content this was an overall good video g
i've always been a vehicle lover in video games so seeing Modular Vehicles gives me hope to see many new things i wanna see from vehicles. Including more rich and interactive details, more realistic and spectacular crashes and damage, and more realistic movement and interaction. And not just with your stand cars and trucks, but your more unique vehicles. Helicopters, planes, boats, military, construction, etc...
finally a good video breaking down the tech instead of just talking about things on the screen in the trailer that everyone can see
Bro I'm so hyped for this 🙏🔥
Same. I kept replaying the trailer because I was upset there's not gonna be another trailer for a whole year or so
nice content bro. Subscribed :)
Finally you are getting the amount of views you deserve! Loved the video! As a 3D artist myself, I geeked out over every little detail, they managed to put in the trailer like the hairs and stuff... Keep up the great videos!
Okay, I just died at Horse MK2 xD Have my like sir!
Why do you look like "we have Andrew Tate at home"?
Why do you people always mention tate, just let the man be forgotten
It's the skinning that really gets me. I would love to be able to sit down for a day with the artists and see how they achieve those results, I understand the basics but how you achieve this flawless result with no deformation as far as I can see despite some very natural looking animations with such a wide range of movement is basically magic.
I just want more depth for Gta 6...let us enter most of the buildings on the map to explore like mazes. Let us be able to talk to and hire advanced npc's...open up a ton of business to be used as gang fronts. ect. Give us relationship meters for all the gangs, Police Departments and NPC's on the map. Give us exclusive choices where we wanna align ourselves created consequences that help influence the living world around you.
Really good video. The comedy and editing and breakdown of tech was spot on
wow +1 sub very interesting video
Glad to know. Btw are you Brazilian or Portuguese by any chance?
@@ObviousMalcolm_PLUS brazilian but i do live in eu-suisse since younger
DUDE, what an insane editing bro, your videos are so well done, for real. a billion likes for you, love from Brazil. +1 subscriber
The grenade not hitting the seat has nothing to do with vehicle modularity. It's the vehicle's collision model. It's common in games to use a simplified model for collisions to improve performance. Lucia waving her arms outside of the car is simply an animation and could easily be achieved in GTA 5 as well without altering the engine. The collisions models in GTA 6 might be better than GTA 5 due hardware getting stronger, but it's never going to perfectly match the visual model. That would tank your performance no matter which engine you're using.
wowee parallax, feels like 2005 II
The population density in the trailer is clearly just there to showcase as many different body types as possable and becouse it looks good. Take that beach for example, are the entire beach gonna be that populated or just 1 specific area leaving the rest of the beach almost empty becouse there is no chans they gonna load up an entire Florida beach with that population density and expect a console to run it. That poulation density is clearly just there for the trailer or a scripted cutscene.
The entire trailer was rendered in-game. Rockstar just programmed the beach shot so that nothing behind where the camera was pointing, would load. No textures loaded, no NPCs loaded, no structures loaded. This gave the hardware the power to load everything and everyone on the beach in front of the camera
LOD's and Dynamic Loading
@@asat103well simplified
@@dazzaboy04every modern game only loads whats in front of you 3:00
@@Offy That would cause some serious pop-in any time you swung around too quickly.
7:40 the attention to detail is insane, well done.
I will buy GTA 6 on PC just so that Rockstar can continue to develop and innovate on GTA 7
It wouldn't be the same sense the ogs will leave by then
no one pointed out those detailed as you did man ..thats sick
Wonderful video, and I greatly enjoyed all the specifics. Most trailer analysis videos miss that mark and focus mostly on the superficial. Glad to have found your channel!
Glad to hear!
It's just a trailer and probably pre-rendered god dammit! Why cant everyone just relax and wait for another 2 years?
This take was incredible
The fact I didn't notice the hair is a game changer. It's good enough now that I'm not staring at hair.
Silvartop 🔛🔝
I appreciated the love homie
My PC doesn't know those fancy words. It'll blow up when I open the game.
is the bikini changing shape not just weight painting? Think that's pretty commonly done for anything that's attached to a skeleton to make sure that the mesh follows the bones. At least, this is going off my very crude knowledge of Blender, which I don't know if it applies to all other games.
It IS just weight painting. And I feel that many points that were raised in the video are lacking from a technical standpoint because we don't have proper context from the trailer alone. In my opinion the footage from the social media clips in the trailer, which are many of them actually, might as well be prerendered (in engine, but still, the cinematic team curated some good looking shots for simulating ingame social media reels), similar to any of the previous entries' tv channels, or hell, even how Cyberpunk for example did tv channels, with mocapped animations and custom environments, but it's by no means something you'd just "stumble upon" as a random event ingame. So the point about the bending pole which might as well be a simple rig, or the parallax shader in the window with the old guy, which might as well be an actual room done for a prerendered scene, don't scream "pushing the envelope technologicaly" for me. The hair physics are nice, water looks pretty sweet too, but from the trailer alone I can't say I saw anything mindbendingly new, and just because the trailer is in engine, doesn't mean that it wasn't curated to high heaven.
@@MrAisle6 I think generally Rockstar does show in-game shots in their trailers even if curated though, so at the very least, some shots are what we will see
@@MrAisle6 YEP. It's just weight painting. And the bending pole ? Could just be animated with bones. Most of the stuff that this guy talks about are either wrong, full of useless technical words or just theories. Hell, everyone forgot to not take everything on a trailer for granted, sure it's Rockstar we are talking about, but they DO lie to the customer too, and they do apply to the same rules as other publishers for their trailers aka: "Let's make it just a little bit better looking you know... for the trailer..."
Awesome breakdown, the picture-in-picture is the only thing I noticed in the trailer, the rest gets me even more hyped hahaha
Dude you spent the first 5 minutes talking about basic rigging techniques that have been industry standard for at least 10 years
I remember when gta 4, 5 and rdr2 was the peak of video game graphics when they came out. And now again with this looking like the literal peak of realistic video game graphics
Noob question, I am really interested in the technical stuff but not quite savvy to understand everything. But why does Rockstar always push the limits of what’s possible in video games? Is it because they have the time to properly do it, is it because they have the best developers, can other developers do it but choose not to because it’s too expensive and time consuming or because they can’t? Every time we think we’ve reached the limit of graphical fidelity and advanced physics, Rockstar comes in and blows everyone away. How are they doing this?
Rockstar's mission from the first GTA was to make videogames that played out like action movies - this means immersive action and cinematics.
Following San Andreas, the expectations put on GTA IV to be bigger, better, and more beautiful were enormous. How do you follow up the most beloved game of all time?
GTA IV did live up to the hype, it built upon the game play immersion, realism, and the quality of character interpretations in the game.
Action, emotion, drama, character, realism, immersion, and the general feeling of simulation were all improved.
Now some games were matching them in physics, some out doing them graphically and some outgoing them in open world interaction.
However, as a combination, very few games were coming close to what Rockstar was achieving - cinematic, movie-like games that also had fun/realistic gameplay.
Following GTA IV was Red Dead Redemption. By this point it was very clear the niche Rockstar, again the visuals, action and drama were all improved upon.
GTAV had enormous expectations to live up to. For Rockstar to remain the premier developer in it's niche and create a product it was expected to it HAD to live up to what fans expected and they HAD to improve. Thus, Rockstar can do no less than push the limits of cinematic story-telling, realistic world building, and graphics and mechanics that push the boundaries in immersion because that's the standard they created. If they didn't do these things they'd be betraying the core concept of their company's mission.
They do it because each time they get closer and closer to presenting - a game that's indescernible from and plays out just like an action movie.
Peepee poopoo
Not a noob question
Also, Rockstar is one of the very few games developers in the market that can afford INSANE development times and spendings, because, considering the evolution that Androogalt mentioned, for them, spending to much is not a gamble anymore compared to other studios, so they are very confident that the game will not flop and they can go all-in with the development, I mean, which other games can afford 10 years development time? (Of course that GTA Online constant cash flow makes this long and costly development process viable)
because console/AAA gamers are always 10 to 25 years behind PC.... they do his to milk as much money as they can until everyone is bored then they add a new "technological breakthrough" thats really 25 years old its just you didnt know it existed because you play AAA games....
They define themselves as a "high-end" publishing label and development studio, which means their production values are top notch
10:24
Maybe not necessary to point out but PIP only activates when you're in the vehicle, other than that they just resort to ray tracing reflections.
Yeah this game isn’t gonna run at 60 fps lol
No current gen games should not run 60 fps that should be the bare default of this generation don't gaf what game it is
I subd when u said "check out ass for science"
U look like muslim Johnny sins
The upgraded version ahah
@@ObviousMalcolm_PLUShii
Amazing video! love from Tajikistan!🎉
he onto nothing lmao
In regards to vehicle modularity, I want blinkers! They can take a page out of Gran Tourismo's book and use the touchbad (left) (right) for turn signals (middle emergency lights), I want to see the character flick that signal! I want to hear the clicking of my blinker!
the games set in south florida. down here they say 'turn signals are a sign of weakness'
And a little haptic feedback to go with
You CAN go up to the clouds in RDR2 using hot air balloon
Cant wait to see that "jiggle" physics used 😉🤣
Imagine lobbing a grenade perfectly into the window of a passing car full of enemies or other online players.
Oh my goodness, your expressions and humor are both just so good, I praise you for this.
Take my sub, you definitely deserve it.
Magnum Opus
It's impressive how much content a 1:31min trailer video generated. All you guys looked into it in so much details, wow!
I wasn´t aware of all the technical beauties this new game might bring into the table, thank you so much for making a video of it :D
that smoke isn't only round, but it's *Slippery* aswell 😂
This made me way more hyped for the GTA6 than the actual trailer for the game.
this guy acting like that stick couldnt have used a rig or blendshapes to bend 😭
13:07 - In the leaks, they tested this with some kind of trailer and I guess it was something like a floating tire
you a crazy dude 😂but you also knowledgable as hell, great video bro
: You know why you here?
: I guess weather 😅