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GTA 6 Speculation & Discussion [Part 5]


Spider-Vice
Spider-Vice
Message added by Spider-Vice

Bashing YouTubers and making the topic about it (or any other kind of antagonism) will net you a warning for derailing the topic.

 

Please use some common sense too while discussing subjects, don't delve too deep into speculating about people's personal lives (e.g. Houser departure from R*, Rockstar developers, etc.) as they deserve privacy and not a raging fan forum to make up things about them. Needless to say, any hate will be quickly nipped in the bud.

GTA 6 Speculation & Discussion Part 5  

765 members have voted

  1. 1. When do you think GTA VI is going to be announced?

    • 2020
      41
    • 2021
      476
    • 2022 or later
      248
  2. 2. When do you think GTA VI is going to be released?

    • Earlier than 2022
      23
    • 2022
      133
    • 2023
      400
    • Later than 2023
      209
  3. 3. Where do you think GTA VI is going to be mainly set?

    • Vice City
      579
    • Liberty City
      8
    • A completely new place
      103
    • All the earlier GTA places at once
      75


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Popular Posts

well...thought i post the code snippet i found of most likely GTA 6 in the RDR2.exe there is a mention in it of a parachuting file that does not exist in V or the gta5.exe either, so it isn´t a l

Remakes are fir companies that huv lost their imagination......     Incidentally, thank ye 🕷️ fir asking, ah'm in tip top shape fir ah man o' ma years   Riddles, no' riddled

Mibbies it wiz fir ah blether ✝️

Recommended Posts

Finn_E
4 minutes ago, Zello said:

oNMfduz.png?2

 

Waiting for GTA VI like...

6ly5v6lelvx11.jpg

 

definitely rdr2 snow physics

Edited by Finn_E
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Zello
12 minutes ago, darkdayz said:

* Just saw your edit regarding San Fran's areas. Looks good, think that would work also!

That's what Watch Dogs 2 did but unfortunately they condensed it and cut a lot of stuff out. If Rockstar did it they would do a much better job.

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DarkDayz
2 minutes ago, Zello said:

That's what Watch Dogs 2 did but unfortunately they condensed it and cut a lot of stuff out. If Rockstar did it they would do a much better job.

 

Totally forgot that game was San Francisco. I guess that shows how memorable that map was. Same for Chicago in WD1 I guess. London in the new one is also a joke.

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Orthur The Boah

7d09acf6b55823b5efee73b9135bff3e.png
Sounds like there will be a better collision detection for NPCs

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VercettiGuy

W-w-what just happened? Anybody able to summarise everything yet?

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Orthur The Boah

pirates game from Rockstar confirmed?! b13cebaed5e973facdd2998ed5b5314f.png
:kekw:

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Buckcote
2 hours ago, rollschuh2282 said:

Yes.

RAGE was primarily made for GTA.

Table tennis was actually just a tech demo they released as a game iirc.

And like i said, even internal code has GTA in the name.

Like render stuff is iirc gtarenderthread for example.

 

As far as i know RAGE originally developed for Agent. I heard that years ago from a guy he was in gaming sector.

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Zapper

This is very intresting 

Quote

  FIELD

[0001] The present application relates to management of a community of players in an online gaming environment. More specifically, the present disclosure describes computerized systems, methods, and apparatuses for improved multiplayer gameplay through an improved session management system. While the invention is disclosed with respect to an online multiplayer game experience, it could also be applied to other communities such as file/content sharing, online social networking environment, or any system requiring the management of large user populations over the Internet.

BACKGROUND

[0002] Many videogames offer an online multiplayer mode in addition to a storyline mode. The commercial success of many videogames can be attributable, to some degree, on the multiplayer offering of the videogame. Online multiplayer games have become so popular that some games have communities as large as several million players.

[0003] Given the large community of players, management of network technology and resources can pose a significant problem in creating a realistic virtual world. For example, video game players who are physically separated can interact with each other in the virtual world by participating in the same network session. A network session allows information exchange between players in the same virtual world, analogous to opening up a dialogue between the players in the virtual world. In conventional massively multiplayer online (MMO) systems, a single session (or one session per shared server or cluster of servers) is used to avoid conflicts or game inconsistencies that can exist across multiple sessions.

 

[0004] As virtual space in the world becomes larger, more players must occupy the space for the world to feel populated. This can pose a problem in conventional MMO games that use a single session. For example, in order to accommodate the very large player count, simulation fidelity must be limited to make the simulation computationally feasible. Fidelity can manifest in terms of animation quality, amount of things that a player can do, the degree of accuracy in the physical simulation, number of things in the world, etc. In addition, a server must be aware of the entire game state, further increasing computational requirements and limiting the maximum player count that can share the space.

[0005] In other conventional approaches, players are divided into multiple sessions. In order to limit the required level of computation and network traffic to feasible levels, the number of players that can participate in each session must be limited. This is especially the case when game information is exchanged directly between users without the central server (e.g., peer-to-peer), as the nature of the users' consoles (i.e., a peer) can further limit available computation and network bandwidth. In some cases, user consoles can only support a very limited, relatively small number of players (fifty) in a single session. However, this can pose a problem when many players in the virtual world begin to congregate in the same virtual area of a map, for instance. Players in different sessions may not interact with players in a selected session, despite being present in the same virtual area. Accordingly, the virtual world does not feel as large as it should be and players may feel disconnected from certain aspects of the game. In other words, a lower maximum player count causes the virtual world to feel more empty than desired.

[0006] This is necessary in conventional systems because if a player from each of these sessions was able to interact with other players from other sessions, one player may see the other player walk through a closed door. For example, this is because a door may be open in one of the sessions and closed in another session. In other words, the two sessions can have a conflicting state that conventional games cannot resolve.

 

[0007] Alternatively, some conventional approaches provide the illusion of a single, large populated world having multiple network sessions by replacing a player's current session with a completely new session during gameplay. However, in order to maintain consistency and to provide the users a life-like experience when moving around the virtual world, the replacement of a session must be limited. For example, to prevent a player from noticing a wholesale replacement of their sessions (e.g., a closed door being replaced with an open door), the replacement of the session must be limited, for example, to when the player is in a confined space such that the player's visibility is heavily obscured. However, this places substantial restrictions on the game design to include these areas and limitations must be put in place to prevent objects and other players from entering this area.

[0008] Thus, an effective session management system must consider many factors (e.g., player visibility, geography, team management, networking resources, and so on) for merging and splitting sessions. In view of the foregoing, a need exists for a system and method for seamless session management to overcome the aforementioned obstacles and deficiencies of conventional multiplayer systems.

 

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Zulfurix
17 minutes ago, Buckcote said:

As far as i know RAGE originally developed for Agent. I heard that years ago from a guy he was in gaming sector.

It goes even further back 😁 Scroll down to Rockstar Games deals and acquisition (2000–2006) - It was the successor of the Angel Game Engine used in Midnight Club 2 after R* San Diego's acquisiton. Only reason I decided to search this up was noticing the familiarities when playing MC2 and looking at the file structure

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Kris194
21 minutes ago, Orthur The Boah said:

pirates game from Rockstar confirmed?! b13cebaed5e973facdd2998ed5b5314f.png
:kekw:

Hold your horses, it seems, that it is related to Sid Meier's Pirates.

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wise_man

What the hell is that "Rockstar TV" and "GTA TV" things?

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deadasdisco
5 minutes ago, wise_man said:

What the hell is that "Rockstar TV" and "GTA TV" things?

Probably just trademark protection of the GTA and R* brand.

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Orthur The Boah

f779feab146232214e3b2a8c93841965.png
GTA6 trademark.

 

edit : forgot to mention, trademarked in 2003 lmao. (actually pretty old news).

 

Oh btw :0e14d3fc433d2724bee50115f1215827.png
 

Edited by Orthur The Boah
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DownInThePMs
19 hours ago, Patrizio said:

Regarding Chicago, what I mean about major is in terms of their cultural and global appeal. I see you're also from the UK. I reckon if you asked the average Brit what were major US cities they'd say:

 

New York City, Los Angeles, Chicago, San Franciso, Las Vegas, and Washington DC. Possibly then Boston, Philadelphia and San Diego.

That list got the Detroit, Baltimore, Atlanta, Honolulu, Pittsburgh, Houston, Memphis, Seattle, Twin Cities and NOLA dudes on suicide watch.

Edited by DownInThePMs
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Krevetka
10 hours ago, Orthur The Boah said:

c9eba3d01380e5dba3de6b02de5cc07e.png
If this is for GTA VI, Then the NPCs system is going to blow us away.

 

Realistic Eastenders here we go

 

Edited by Krevetka
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Jabalous
1 hour ago, Orthur The Boah said:

c9eba3d01380e5dba3de6b02de5cc07e.png
If this is for GTA VI, Then the NPCs system is going to blow us away.

 

 

Grand Theft Auto 6's NPC vehicles taking U-turns confirmed. 

 

Redefining living, breathing worlds! 

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VercettiGuy

So, how far into the creation of a game do they usually do motion capturing?

Edited by VercettiGuy
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Finn_E
1 minute ago, VercettiGuy said:

So, how far into the creation of a game do they usually do motion capturing?

RDR2 was 2013 lol

Edited by Finn_E
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Kris194
3 hours ago, wise_man said:

And I never thought video game could be this complex, prop to the devs.

To be honest you're barely scratching the surface here.

Edited by Kris194
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xanoka
17 minutes ago, Finn_E said:

RDR2 was 2013 lol

so assuming they started mocap for 6 in 2018/2019 after the conclusion of rdr2 then we can see 6 releasing in 2023/2024, maybe

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Finn_E
1 minute ago, xanoka said:

so assuming they started mocap for 6 in 2018/2019 after the conclusion of rdr2 then we can see 6 releasing in 2023/2024, maybe

That holds up actually, could be even earlier for the mocap tbh - not before 2017 tho

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Orthur The Boah
20 minutes ago, VercettiGuy said:

So, how far into the creation of a game do they usually do motion capturing?

About the same time as when the game usually goes into full production. So that was 2013 for RDR2 after GTA V released and since Rockstar is working on one main title at a time, we can make an educated guess that Full production began in 2018 (RDR2's release) with pre-production starting 2-3 years before that, Which is after they got GTA V's PC port out, So I think the small team which made GTA V's PC/"Next Gen" ports began working on GTA VI pre production from 2016.

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DarkDayz
11 minutes ago, xanoka said:

so assuming they started mocap for 6 in 2018/2019 after the conclusion of rdr2 then we can see 6 releasing in 2023/2024, maybe

 

Yes, we know from the Vulture article that key plot outline for RDR2 was already done in 2011, then mocap began in 2013. We know that it lasted 5 years from various panel talks that the actos were involved with, meaning that mocap ran right until the end of production. Probably because of rewrites that we now know about from the Kotaku article.

 

So if that's a basis for anything, you can expect that key plot outlines for GTA IV were done before Dan left. You can also expect that mocap began in 2018 for GTA VI. At the earliest given all that I would guess a 2023 release. And that's only if the workload is on par with RDR2 - it might be more and take longer.

Edited by darkdayz
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DarkDayz
9 minutes ago, Finn_E said:

That holds up actually, could be even earlier for the mocap tbh - not before 2017 tho

 

RDR2 mocap took 5 years as told by the actors, so it's doubtful GTA VI mocap started until at least late 2018.

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StuntMaster100
1 hour ago, Orthur The Boah said:

pirates game from Rockstar confirmed?! b13cebaed5e973facdd2998ed5b5314f.png
:kekw:

They need to make a pirate game tbh

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GRANDHEIST
On 1/15/2021 at 1:35 PM, Orthur The Boah said:

c9eba3d01380e5dba3de6b02de5cc07e.png
If this is for GTA VI, Then the NPCs system is going to blow us away.

That part is already more or less in V

 

Edited by GRANDHEIST
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DarkDayz
1 minute ago, GRANDHEIST said:

That part is already more or less in V

 

 

Yes, was going to say the AI thing is nothing really they haven't done in their last few releases.

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