Source: https://www.topgear.com/car-news/gaming/rockstar-must-be-feeling-generous-heres-lots-new-gta-6-screenshotsLet’s start with the animation system, which appears to be built on a
modular motion matching framework. A
recently surfaced patent from Rockstar dev Tobias Kleanthous outlines a system that breaks
character movement into granular components, stance, posture, locomotion type, weapon handling, and environmental context. So, instead of separate canned animations for running while crouched or walking while injured, characters are now animated through a procedural blend of reusable building blocks.
In practice, that means a shootout in the rain hits different. One character might limp while switching cover. Another slides across a wet surface based on momentum. Cops crouch behind variable-height obstacles, dynamically adjusting their posture instead of snapping into pre-baked cover poses. These aren’t just visual tricks, they’re GTA 6 new gameplay features that directly impact how you play and respond.
It’s also worth mentioning Rockstar’s use of continuous
Level of Detail (LOD) streaming. Unlike traditional LOD systems that load fixed-resolution assets based on distance, GTA 6 appears to use real-time camera-aware asset scaling. Objects like signage, car interiors, or NPC clothing smoothly shift fidelity without pop-in, allowing environments to stay sharp whether you’re parked across the street or nose-to-nose with a flaming wreck.
Water, too, has evolved. The flat ripple shaders of GTA V are history. In their place flows a full-fledged fluid simulation, weighty, wind-sensitive, and unpredictable, affecting both surface visuals and object buoyancy. When Lucia leans into the edge of a pool, you’re not just witnessing beauty, you’re watching a technical ballet: reactive material deformation, dynamic mesh blending, and real-time environmental occlusion, all humming in-engine, all invisible unless you know where to look.