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GTA 6 "felt too fast" when Rockstar made it run like Grand Theft Auto 5 due to the leap in visual performance

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GTA 6 "felt too fast" when Rockstar made it run like Grand Theft Auto 5 due to the leap in visual performance

In the process of tweaking GTA 6's open world to make it feel believable, Rockstar implemented GTA 5's timings only to find that "everything felt too fast" and that a change was needed to stick the landing.

That comes from a new interview featured in Edge magazine – on sale now, by the way – where several lead developers on the upcoming Grand Theft Auto game share how it all finally came together.

The earliest days of GTA 6 were more about place than plot. With most of Rockstar still working on Red Dead Redemption 2, the initial work on the project involved a small group traveling to Miami to get a better feel of what a return to Vice City would entail. While GTA 6's Bonnie-and-Clyde-style story would eventually come into focus, it wouldn't be before Rockstar applied lessons learned from building RDR2 to GTA 6.

Many of the lessons manifested in minor details that collectively paint a bigger picture that looks unlike GTA 5. While the roads of Los Santos are intentionally wider to make driving and turning easier, the roads of Vice City are narrower, as Rockstar North boss Rob Nelson wanted "a more believable size." The duration of day and night is also longer, giving you a greater window to get up to mischief under cover of night, if you so please.

The changes to GTA 6 compared to GTA 5 were also brought about by improvements in visual performance. For example, Rockstar tested GTA 6 using GTA 5's timings and found that "everything felt too fast" for a world that boasts the level of fidelity that Vice City can reach.


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