Inside GTA 6's IMPOSSIBLE Rage Engine — Transcript
Full transcript
- 0:00If you shoot someone in GTA 6, the
- 0:02engine works out in that moment where
- 0:04they got shot and how their body should
- 0:06react. They may stumble, lean, or fall
- 0:09backwards. Walk into a house in a rough
- 0:11part of Vice City and the carpet, the
- 0:13furniture, and the grime on the walls
- 0:15were all picked by the engine based on
- 0:17the neighborhood outside. Sunlight
- 0:19bounces through the room with hardware
- 0:20ray tracing. Sweat builds up on Lucia's
- 0:23skin until it drips off. The beer you
- 0:25just opened has condensation and bubbles
- 0:27rising to the top. Every bit of this
- 0:29runs on rage, the engine Rockstar has
- 0:32been building for 20 years. And its
- 0:34story starts in a strange place for the
- 0:36studio behind GTA 6, a ping pong game
- 0:39from 2006 that never let you leave one
- 0:41room. If you guys enjoy this video,
- 0:43please feel free to subscribe. And
- 0:45without further ado, let's get into
- 0:47where rage actually came from. Up until
- 0:492004, Rockstar didn't own the engines
- 0:51its games ran on. GTA 3, Vice City, and
- 0:55San Andreas were all built on
- 0:56RenderWare, an engine licensed from a
- 0:58British company called Criterion
- 1:00Software. Then, EA bought Criterion.
- 1:03Overnight, the technology underneath
- 1:04Rockstar's biggest series belonged to
- 1:06one of its biggest competitors. EA could
- 1:08change the license terms, slow down
- 1:10support, or stop selling it altogether,
- 1:13and Rockstar would have no say in any of
- 1:15it. The obvious fallback was Unreal
- 1:17Engine 3, which plenty of studios were
- 1:19already lining up for. Unreal 3 was
- 1:21designed for tighter corridor style
- 1:23games with single cell lighting, though.
- 1:25It had no way to stream a huge open
- 1:27world in the background while the player
- 1:29drove through it, and GTA couldn't exist
- 1:31without that. But Rockstar already had a
- 1:33way out. Back in 2002, it had bought
- 1:36Angel Studios, the San Diego developer
- 1:38behind Midtown Madness 2, and renamed it
- 1:41to Rockstar San Diego. Angel had its own
- 1:44engine, the Angel Game Engine, or AGE
- 1:47for short. Rockstar set up a new team
- 1:49inside the studio called the Rage
- 1:51Technology Group. They added an R to the
- 1:53front of AGE, making it the Rockstar
- 1:55Advanced Game Engine, and rewrote its
- 1:57core systems. The new version was
- 1:59modular, so individual parts could be
- 2:02swapped out and upgraded, and
- 2:03multi-threaded, so it could spread work
- 2:05across the extra processor cores in the
- 2:07PS3 and Xbox 360. The first game
- 2:10Rockstar shipped on its new engine was a
- 2:12strange one for the studio behind GTA,
- 2:15Rockstar Table Tennis. The whole game
- 2:18took place in one small room with a
- 2:20locked camera. With no open world to
- 2:22stream, the engineers cut that problem
- 2:24out entirely, and the game held a locked
- 2:26720p at 60 frames per second. That left
- 2:29them free to test three systems in
- 2:31isolation. Subsurface scattering came
- 2:34first. That's how light passes into skin
- 2:36and spreads underneath it, which is why
- 2:38a player's ears could grow red when lit
- 2:40from behind. Then came the physics loop.
- 2:43With no city simulation running on top,
- 2:45the team could tune the rigid body
- 2:46solvers on their own. In a game where
- 2:49everything depended on how one small
- 2:51ball bounced. Next were vertex
- 2:53deformers, which bend a character's
- 2:55model on the fly. Table Tennis used them
- 2:57for cloth movement and for sweat that
- 2:59built up on player shirts as the match
- 3:00went on. Once all three worked, the
- 3:02engine went to Rockstar North in
- 3:04Edinburgh. Their job was to take it from
- 3:06one small room to all of Liberty City in
- 3:08GTA 4. But, Rockstar isn't one fixed
- 3:11engine that every Rockstar game drops
- 3:13into. Each game gets its very own
- 3:15customized branch, and internally those
- 3:17branches run from ERB1 up to ERB5.
- 3:21Because every branch grows out of the
- 3:23one before it, the tools and assets
- 3:25carry forward, too. Vegetation built for
- 3:27GTA 5 turns up again in Red Dead
- 3:29Redemption 2. Vehicles and clothing from
- 3:31GTA Online are being ported straight
- 3:33into GTA 6, and you can even already
- 3:35spot some of them in the trailers. At
- 3:37any point along the way, Rockstar could
- 3:39have easily dropped Rage and licensed a
- 3:41commercial engine like everyone else,
- 3:43but it had two reasons to stay, and that
- 3:45decision came with real costs as well.
- 3:48The first reason Rockstar stuck with
- 3:49Rage is money. Epic charges a 5%royalty
- 3:52on games built with Unreal Engine, and
- 3:55GTA 5 has brought in billions. Experts
- 3:57estimate that owning its own engine
- 3:59saved Rockstar more than $400 on that
- 4:02one game alone, and focus matters just
- 4:04as much because Unreal and Unity have to
- 4:07serve everyone, from mobile developers
- 4:09to film studios, so they ship with a lot
- 4:11of features that a GTA game would never
- 4:13touch. Rage only has to do what Rockstar
- 4:16Games needs, to stream a massive open
- 4:18world in as you move through it, keep
- 4:21thousands of NPCs on their daily
- 4:22schedules, and simulate the physics of
- 4:24everything in between. But, owning the
- 4:26engine also comes with some costs.
- 4:28Former Rockstar developers have said
- 4:30that working in a proprietary engine
- 4:32this old comes with sparse documentation
- 4:34and layers of legacy code that slow
- 4:36everything down. Some parts of Rage just
- 4:38couldn't be patched. Systems like audio
- 4:41acoustics and the physics matrices have
- 4:43needed full rewrites from scratch so
- 4:45they could run across the many cores in
- 4:46modern CPUs. But, no part of the engine
- 4:49has been rewritten more than the
- 4:51renderer. GTA 4 and the first Red Dead
- 4:53Redemption used a custom tile-based
- 4:55forward-plus pipeline. Before drawing
- 4:58anything properly, the engine ran a
- 4:59depth pre-pass to work out which
- 5:01surfaces were visible, then threw away
- 5:03every light source that wasn't touching
- 5:05them. Cutting out all that wasted work
- 5:07is what made real-time dynamic
- 5:09headlights possible. It also pushed the
- 5:11PS3 and Xbox 360 as far as they could
- 5:13go. On the PS3, the memory bandwidth
- 5:16became the bottleneck, and Red Dead
- 5:17Redemption had to drop to 640p while the
- 5:20360 version ran at 720p. For GTA 5,
- 5:23Rockstar changed how the game builds
- 5:25each frame. First, it draws every object
- 5:28on screen one at a time, but it doesn't
- 5:30light anything yet. It just saves
- 5:32information about each object into a few
- 5:34full-screen images. Together, those
- 5:36images are called the G-buffer. The game
- 5:38fills five of them at once, and lighting
- 5:40gets added later at the very end. Each
- 5:42of those images saves something
- 5:44different. Color, which is what every
- 5:45surface looks like with no lighting,
- 5:47direction, which is which way each tiny
- 5:50part of a surface is facing, shine,
- 5:52which is how reflective each surface is,
- 5:54how glossy it is, and how much it
- 5:56reflects when you look at it from a low
- 5:58angle. It also had light, which is how
- 6:00much light is coming from the sun, how
- 6:02much is coming from other lights, and
- 6:04which things glow on their own like neon
- 6:06signs for example. At And then it had
- 6:08distance and object type. These two both
- 6:10share the fifth image. Distance saves
- 6:12how far away each pixel is and object
- 6:15type gives every car, person, or plant a
- 6:18label so the game can treat them
- 6:19differently later. The distance image
- 6:21has a clever trick. GTA 5 saves it
- 6:24backwards so close things are white and
- 6:26far things are dark. Computers store
- 6:29numbers most accurately near zero so
- 6:31flipping it gives far away objects more
- 6:33accuracy. That stops a glitch called
- 6:35Z-fighting where two distant surfaces
- 6:37flicker because the game can't tell
- 6:39which one is in front. And since
- 6:41lighting now happens at the very end, a
- 6:43GTA 5 scene could have thousands of
- 6:45lights instead of just dozens. And then
- 6:47once the G-buffer is done, the game adds
- 6:49everything else in layers. Car
- 6:51reflections come first. The game
- 6:53captures the world around the car in two
- 6:55halves which keep reflections sharp on
- 6:57flat parts like the roof and hood. Then
- 6:59water comes next. The game makes a few
- 7:01separate images. One for the water's
- 7:03color, one for how see-through it is,
- 7:05and one for what's under the surface.
- 7:07The ocean you see is a mix of
- 7:09reflections, what's underneath, and
- 7:11small bumps that make waves. The whole
- 7:13sky is one giant dome shape stretched
- 7:16over the entire map drawn all at once.
- 7:18Clouds sit on a separate ring around it
- 7:20covered in detailed cloud images. For
- 7:23sunbeams, the game checks each pixel
- 7:25against the sun's shadows to see where
- 7:27light can get through. Then fog goes on
- 7:29top. Fog also helps hide how simple the
- 7:32far-away buildings and hills really are.
- 7:34Last comes the finishing touches. The
- 7:36game smooths out jagged edges and then
- 7:38adds a slight camera lens effect so the
- 7:40image looks like it was filmed with a
- 7:41real camera. And then Red Dead
- 7:43Redemption 2 switched to physically
- 7:45based rendering. That means materials
- 7:47like metal, wood, and cloth react to
- 7:49light the way they do in real life. The
- 7:51way light bounces off a scene was worked
- 7:53out ahead of time and saved into points
- 7:55across the map so the game didn't have
- 7:56to calculate it live. And fog got the
- 7:58biggest upgrade. In GTA 5, fog was a
- 8:01flat layer painted over the screen. In
- 8:03RDR 2, the space in front of the camera
- 8:05was split into a 3D grid of tiny boxes,
- 8:08and each box has its own amount of fog.
- 8:10Because the fog now has real depth,
- 8:12sunlight can pass through it properly.
- 8:14That's how you get separate sunbeams
- 8:16shining through the trees in a forest.
- 8:18And then, GTA 6 adds ray tracing, which
- 8:21means the game traces the actual path
- 8:23light takes as it bounces around. It's
- 8:25used for lighting and for the soft
- 8:26shadows in corners and cracks. Ray
- 8:28tracing takes a lot of power, so
- 8:30Rockstar had to make it work on
- 8:31consoles. The game limits how many light
- 8:33rays it uses, and instead of testing
- 8:35those rays against the full detailed
- 8:37world, it uses a simpler low-detail copy
- 8:40of it. That copy is organized in a
- 8:42structure called a BVH, which lets the
- 8:44game quickly skip over parts of the
- 8:46world that light can't reach. Rockstar
- 8:48has also filed a patent for a cheaper
- 8:50way to show light bouncing several
- 8:52times. It makes something called a
- 8:53bounce map from a top-down view, which
- 8:56looks realistic without needing as much
- 8:57power. That same kind of BVH structure
- 9:00also decides which part of the map gets
- 9:02loaded in the first place. And speaking
- 9:04of loading, Rage splits the whole map
- 9:06into a grid of small sections. Each
- 9:08section can be loaded or unloaded on its
- 9:10own, and the BVH structure from earlier
- 9:12keeps track of all of them. Any part of
- 9:14the map that's behind you or blocked
- 9:16from view gets cleared out of memory
- 9:17right away. At any moment, most of the
- 9:19map isn't loaded at all. The work of
- 9:21figuring out what to load and what to
- 9:23hide happens separately from the main
- 9:25game. That way, the game never has to
- 9:27stop and wait, and it stays smooth even
- 9:29when you're speeding down a highway.
- 9:30Textures, the images that cover every
- 9:32surface, work the exact same way. Every
- 9:34frame, the game checks exactly which
- 9:36pixels are on screen and only loads the
- 9:38level of detail those pixels need. When
- 9:40you're driving fast, that stops the game
- 9:42from wasting memory on detail you'll
- 9:44never even get close enough to see. Then
- 9:46comes making the details on the fly.
- 9:48Placing millions of rocks, trash cans,
- 9:50and bits of junk by hand would make the
- 9:52game's file size huge. So instead,
- 9:54artists label areas with tags like
- 9:56industrial or run-down. Then the game
- 9:59creates the clutter, junk, and plants
- 10:01while you play, based on the type of
- 10:03land, how steep the ground is, and how
- 10:05rich or poor the area is. Inside
- 10:07buildings, it works the exact same way.
- 10:09What's inside a house depends on the
- 10:11neighborhood around it. Some choices are
- 10:13a simple yes or no, like whether a room
- 10:15has a carpet. Others are more of a
- 10:17scale, like how dirty a wall is. And
- 10:19that's basically the city. Next up are
- 10:21the people living in it. In most
- 10:23arcade-style games, your character moves
- 10:25the instant you push the stick, but rage
- 10:27handles it differently. It treats your
- 10:28stick as the direction your character
- 10:30wants to go, then works out how a real
- 10:32body would get there. It checks where
- 10:34the feet are, keeps the body balanced,
- 10:36and uses fake muscles to push off the
- 10:38ground. That's why movement in Rockstar
- 10:40games feel heavy and realistic. It's
- 10:42also why there's a tiny delay between
- 10:44pushing the stick and your character
- 10:46actually moving. And two systems
- 10:48actually share the physics work. The
- 10:50first is based on a free physics tool
- 10:52called Bullet, which Rockstar has
- 10:53upgraded over the years. It handles
- 10:55things crashing into the world, like
- 10:57cars hitting walls or boxes falling down
- 10:59the stairs. The second is called
- 11:01Euphoria, made by a company called
- 11:03Natural Motion. Euphoria handles how
- 11:05characters keep their balance and how
- 11:07they react when something hits them.
- 11:09Zinga bought Natural Motion in 2014, and
- 11:12since then Rockstar has become one of
- 11:13the only big studios still using this
- 11:15kind of tech in its games. Now, say
- 11:17someone gets shot in the left leg. The
- 11:20game compares how hard the bullet hit
- 11:22with how the person's weight is balanced
- 11:24and figures out that the leg can't hold
- 11:25them up anymore. Their fake muscles push
- 11:27back to try to keep them standing.
- 11:29Depending on where they are and how they
- 11:31were moving, they might stumble, lean to
- 11:33the right, or reach out and grab a wall.
- 11:35None of that is a pre-made animation.
- 11:37The game works it out right in that
- 11:38moment. Animations also change based on
- 11:41each character's height and weight. A
- 11:42heavier person moves differently than a
- 11:44skinny one. In GTA 6, Jason and Lucia
- 11:46even climb through the same window in
- 11:48different ways. Rockstar also has a
- 11:50patent for a system that makes liquids
- 11:52like sweat, tears, and blood move
- 11:54realistically over a character's body.
- 11:56It keeps track of how thick each liquid
- 11:58is, how much of it there is, and how it
- 12:01clings to the skin. Sweat will build up
- 12:02over time and then drip off. When a
- 12:05bullet hits someone, the blood flies off
- 12:07based on how hard the hit was. Other
- 12:09patents cover characters leaving tracks
- 12:11in snow and mud. And then there are the
- 12:13tiny details that most people will never
- 12:15even notice. Hair and clothes have their
- 12:17own weight, so they move separately from
- 12:19the body. Couches sink a little when
- 12:20someone sits down. Coins move inside of
- 12:23cash registers, as well as a million
- 12:25other things. So, yeah, in 2006, Rage's
- 12:28whole job was to make two ping pong
- 12:30players sweat in one small room. 20
- 12:32years later, that same engine is
- 12:33handling sweat, blood, and salt stains
- 12:36across an entire state. If you learn
- 12:37something about the tech behind GTA 6, a
- 12:39like and subscribe really help me out.
- 12:41And if there's a part of Rage that you
- 12:43think I missed, let me know in the
- 12:44comments. My name's Gloobie, and thank
- 12:46you for watching.
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