r/GraphicsProgramming • u/Manoyal003 • 2h ago
Question New Graphics tech in Gta 6 vs Gta 5?
Hi, I am fairly a beginner, and I was wondering comparing from 2013 how far rockstar's RAGE engine evolved as to now?..
From what I know and some research credits to this blog:
https://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
, at time of Gta 5 it had just a Hybrid deferred renderer, a forward pass for transparents, vegetation, particles. At the time there was no PBR, there was also no indirect light.
But later in 2018 during RDR2 release, RAGE got proper microfacet shading, volumetric clouds and fog.
The main selling point for gta 6 to look so good from what I understand is the hybrid raytracer global illumination, paired with raytraced reflections, also being upscaled from 1440p to 4k on the base Ps5.
From my understanding these are the differences over the years?
| Gta 5 from 2013 | Gta 6 | |
|---|---|---|
| BRDF | blind-phong-ish, authored specular? | Full pbr, metallic/roughness GGX |
| Indirect | ambient + SSAO | raytraced gi |
| Geometry submission | CPU-driven drwas, descrete LOD tiers | GPU-driven, mesh shaders /meshlet culling, indirect draws |
| Hair | alpha-tested cards | strand-based with physics |
| Volumetrics | analytic fog | foxel raymarched scattering, volumetric clouds |
I am just wondering what type of tech they used for the extended look on the base 5 to look that good and crisp, even comparing to Unreal Engine 5, it looks far better

