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Inside GTA 6's IMPOSSIBLE Rage Engine — Transcript

by Glooby · 2,554 words · 370 segments · language en · Watch on YouTube

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  1. 0:00If you shoot someone in GTA 6, the
  2. 0:02engine works out in that moment where
  3. 0:04they got shot and how their body should
  4. 0:06react. They may stumble, lean, or fall
  5. 0:09backwards. Walk into a house in a rough
  6. 0:11part of Vice City and the carpet, the
  7. 0:13furniture, and the grime on the walls
  8. 0:15were all picked by the engine based on
  9. 0:17the neighborhood outside. Sunlight
  10. 0:19bounces through the room with hardware
  11. 0:20ray tracing. Sweat builds up on Lucia's
  12. 0:23skin until it drips off. The beer you
  13. 0:25just opened has condensation and bubbles
  14. 0:27rising to the top. Every bit of this
  15. 0:29runs on rage, the engine Rockstar has
  16. 0:32been building for 20 years. And its
  17. 0:34story starts in a strange place for the
  18. 0:36studio behind GTA 6, a ping pong game
  19. 0:39from 2006 that never let you leave one
  20. 0:41room. If you guys enjoy this video,
  21. 0:43please feel free to subscribe. And
  22. 0:45without further ado, let's get into
  23. 0:47where rage actually came from. Up until
  24. 0:492004, Rockstar didn't own the engines
  25. 0:51its games ran on. GTA 3, Vice City, and
  26. 0:55San Andreas were all built on
  27. 0:56RenderWare, an engine licensed from a
  28. 0:58British company called Criterion
  29. 1:00Software. Then, EA bought Criterion.
  30. 1:03Overnight, the technology underneath
  31. 1:04Rockstar's biggest series belonged to
  32. 1:06one of its biggest competitors. EA could
  33. 1:08change the license terms, slow down
  34. 1:10support, or stop selling it altogether,
  35. 1:13and Rockstar would have no say in any of
  36. 1:15it. The obvious fallback was Unreal
  37. 1:17Engine 3, which plenty of studios were
  38. 1:19already lining up for. Unreal 3 was
  39. 1:21designed for tighter corridor style
  40. 1:23games with single cell lighting, though.
  41. 1:25It had no way to stream a huge open
  42. 1:27world in the background while the player
  43. 1:29drove through it, and GTA couldn't exist
  44. 1:31without that. But Rockstar already had a
  45. 1:33way out. Back in 2002, it had bought
  46. 1:36Angel Studios, the San Diego developer
  47. 1:38behind Midtown Madness 2, and renamed it
  48. 1:41to Rockstar San Diego. Angel had its own
  49. 1:44engine, the Angel Game Engine, or AGE
  50. 1:47for short. Rockstar set up a new team
  51. 1:49inside the studio called the Rage
  52. 1:51Technology Group. They added an R to the
  53. 1:53front of AGE, making it the Rockstar
  54. 1:55Advanced Game Engine, and rewrote its
  55. 1:57core systems. The new version was
  56. 1:59modular, so individual parts could be
  57. 2:02swapped out and upgraded, and
  58. 2:03multi-threaded, so it could spread work
  59. 2:05across the extra processor cores in the
  60. 2:07PS3 and Xbox 360. The first game
  61. 2:10Rockstar shipped on its new engine was a
  62. 2:12strange one for the studio behind GTA,
  63. 2:15Rockstar Table Tennis. The whole game
  64. 2:18took place in one small room with a
  65. 2:20locked camera. With no open world to
  66. 2:22stream, the engineers cut that problem
  67. 2:24out entirely, and the game held a locked
  68. 2:26720p at 60 frames per second. That left
  69. 2:29them free to test three systems in
  70. 2:31isolation. Subsurface scattering came
  71. 2:34first. That's how light passes into skin
  72. 2:36and spreads underneath it, which is why
  73. 2:38a player's ears could grow red when lit
  74. 2:40from behind. Then came the physics loop.
  75. 2:43With no city simulation running on top,
  76. 2:45the team could tune the rigid body
  77. 2:46solvers on their own. In a game where
  78. 2:49everything depended on how one small
  79. 2:51ball bounced. Next were vertex
  80. 2:53deformers, which bend a character's
  81. 2:55model on the fly. Table Tennis used them
  82. 2:57for cloth movement and for sweat that
  83. 2:59built up on player shirts as the match
  84. 3:00went on. Once all three worked, the
  85. 3:02engine went to Rockstar North in
  86. 3:04Edinburgh. Their job was to take it from
  87. 3:06one small room to all of Liberty City in
  88. 3:08GTA 4. But, Rockstar isn't one fixed
  89. 3:11engine that every Rockstar game drops
  90. 3:13into. Each game gets its very own
  91. 3:15customized branch, and internally those
  92. 3:17branches run from ERB1 up to ERB5.
  93. 3:21Because every branch grows out of the
  94. 3:23one before it, the tools and assets
  95. 3:25carry forward, too. Vegetation built for
  96. 3:27GTA 5 turns up again in Red Dead
  97. 3:29Redemption 2. Vehicles and clothing from
  98. 3:31GTA Online are being ported straight
  99. 3:33into GTA 6, and you can even already
  100. 3:35spot some of them in the trailers. At
  101. 3:37any point along the way, Rockstar could
  102. 3:39have easily dropped Rage and licensed a
  103. 3:41commercial engine like everyone else,
  104. 3:43but it had two reasons to stay, and that
  105. 3:45decision came with real costs as well.
  106. 3:48The first reason Rockstar stuck with
  107. 3:49Rage is money. Epic charges a 5%royalty
  108. 3:52on games built with Unreal Engine, and
  109. 3:55GTA 5 has brought in billions. Experts
  110. 3:57estimate that owning its own engine
  111. 3:59saved Rockstar more than $400 on that
  112. 4:02one game alone, and focus matters just
  113. 4:04as much because Unreal and Unity have to
  114. 4:07serve everyone, from mobile developers
  115. 4:09to film studios, so they ship with a lot
  116. 4:11of features that a GTA game would never
  117. 4:13touch. Rage only has to do what Rockstar
  118. 4:16Games needs, to stream a massive open
  119. 4:18world in as you move through it, keep
  120. 4:21thousands of NPCs on their daily
  121. 4:22schedules, and simulate the physics of
  122. 4:24everything in between. But, owning the
  123. 4:26engine also comes with some costs.
  124. 4:28Former Rockstar developers have said
  125. 4:30that working in a proprietary engine
  126. 4:32this old comes with sparse documentation
  127. 4:34and layers of legacy code that slow
  128. 4:36everything down. Some parts of Rage just
  129. 4:38couldn't be patched. Systems like audio
  130. 4:41acoustics and the physics matrices have
  131. 4:43needed full rewrites from scratch so
  132. 4:45they could run across the many cores in
  133. 4:46modern CPUs. But, no part of the engine
  134. 4:49has been rewritten more than the
  135. 4:51renderer. GTA 4 and the first Red Dead
  136. 4:53Redemption used a custom tile-based
  137. 4:55forward-plus pipeline. Before drawing
  138. 4:58anything properly, the engine ran a
  139. 4:59depth pre-pass to work out which
  140. 5:01surfaces were visible, then threw away
  141. 5:03every light source that wasn't touching
  142. 5:05them. Cutting out all that wasted work
  143. 5:07is what made real-time dynamic
  144. 5:09headlights possible. It also pushed the
  145. 5:11PS3 and Xbox 360 as far as they could
  146. 5:13go. On the PS3, the memory bandwidth
  147. 5:16became the bottleneck, and Red Dead
  148. 5:17Redemption had to drop to 640p while the
  149. 5:20360 version ran at 720p. For GTA 5,
  150. 5:23Rockstar changed how the game builds
  151. 5:25each frame. First, it draws every object
  152. 5:28on screen one at a time, but it doesn't
  153. 5:30light anything yet. It just saves
  154. 5:32information about each object into a few
  155. 5:34full-screen images. Together, those
  156. 5:36images are called the G-buffer. The game
  157. 5:38fills five of them at once, and lighting
  158. 5:40gets added later at the very end. Each
  159. 5:42of those images saves something
  160. 5:44different. Color, which is what every
  161. 5:45surface looks like with no lighting,
  162. 5:47direction, which is which way each tiny
  163. 5:50part of a surface is facing, shine,
  164. 5:52which is how reflective each surface is,
  165. 5:54how glossy it is, and how much it
  166. 5:56reflects when you look at it from a low
  167. 5:58angle. It also had light, which is how
  168. 6:00much light is coming from the sun, how
  169. 6:02much is coming from other lights, and
  170. 6:04which things glow on their own like neon
  171. 6:06signs for example. At And then it had
  172. 6:08distance and object type. These two both
  173. 6:10share the fifth image. Distance saves
  174. 6:12how far away each pixel is and object
  175. 6:15type gives every car, person, or plant a
  176. 6:18label so the game can treat them
  177. 6:19differently later. The distance image
  178. 6:21has a clever trick. GTA 5 saves it
  179. 6:24backwards so close things are white and
  180. 6:26far things are dark. Computers store
  181. 6:29numbers most accurately near zero so
  182. 6:31flipping it gives far away objects more
  183. 6:33accuracy. That stops a glitch called
  184. 6:35Z-fighting where two distant surfaces
  185. 6:37flicker because the game can't tell
  186. 6:39which one is in front. And since
  187. 6:41lighting now happens at the very end, a
  188. 6:43GTA 5 scene could have thousands of
  189. 6:45lights instead of just dozens. And then
  190. 6:47once the G-buffer is done, the game adds
  191. 6:49everything else in layers. Car
  192. 6:51reflections come first. The game
  193. 6:53captures the world around the car in two
  194. 6:55halves which keep reflections sharp on
  195. 6:57flat parts like the roof and hood. Then
  196. 6:59water comes next. The game makes a few
  197. 7:01separate images. One for the water's
  198. 7:03color, one for how see-through it is,
  199. 7:05and one for what's under the surface.
  200. 7:07The ocean you see is a mix of
  201. 7:09reflections, what's underneath, and
  202. 7:11small bumps that make waves. The whole
  203. 7:13sky is one giant dome shape stretched
  204. 7:16over the entire map drawn all at once.
  205. 7:18Clouds sit on a separate ring around it
  206. 7:20covered in detailed cloud images. For
  207. 7:23sunbeams, the game checks each pixel
  208. 7:25against the sun's shadows to see where
  209. 7:27light can get through. Then fog goes on
  210. 7:29top. Fog also helps hide how simple the
  211. 7:32far-away buildings and hills really are.
  212. 7:34Last comes the finishing touches. The
  213. 7:36game smooths out jagged edges and then
  214. 7:38adds a slight camera lens effect so the
  215. 7:40image looks like it was filmed with a
  216. 7:41real camera. And then Red Dead
  217. 7:43Redemption 2 switched to physically
  218. 7:45based rendering. That means materials
  219. 7:47like metal, wood, and cloth react to
  220. 7:49light the way they do in real life. The
  221. 7:51way light bounces off a scene was worked
  222. 7:53out ahead of time and saved into points
  223. 7:55across the map so the game didn't have
  224. 7:56to calculate it live. And fog got the
  225. 7:58biggest upgrade. In GTA 5, fog was a
  226. 8:01flat layer painted over the screen. In
  227. 8:03RDR 2, the space in front of the camera
  228. 8:05was split into a 3D grid of tiny boxes,
  229. 8:08and each box has its own amount of fog.
  230. 8:10Because the fog now has real depth,
  231. 8:12sunlight can pass through it properly.
  232. 8:14That's how you get separate sunbeams
  233. 8:16shining through the trees in a forest.
  234. 8:18And then, GTA 6 adds ray tracing, which
  235. 8:21means the game traces the actual path
  236. 8:23light takes as it bounces around. It's
  237. 8:25used for lighting and for the soft
  238. 8:26shadows in corners and cracks. Ray
  239. 8:28tracing takes a lot of power, so
  240. 8:30Rockstar had to make it work on
  241. 8:31consoles. The game limits how many light
  242. 8:33rays it uses, and instead of testing
  243. 8:35those rays against the full detailed
  244. 8:37world, it uses a simpler low-detail copy
  245. 8:40of it. That copy is organized in a
  246. 8:42structure called a BVH, which lets the
  247. 8:44game quickly skip over parts of the
  248. 8:46world that light can't reach. Rockstar
  249. 8:48has also filed a patent for a cheaper
  250. 8:50way to show light bouncing several
  251. 8:52times. It makes something called a
  252. 8:53bounce map from a top-down view, which
  253. 8:56looks realistic without needing as much
  254. 8:57power. That same kind of BVH structure
  255. 9:00also decides which part of the map gets
  256. 9:02loaded in the first place. And speaking
  257. 9:04of loading, Rage splits the whole map
  258. 9:06into a grid of small sections. Each
  259. 9:08section can be loaded or unloaded on its
  260. 9:10own, and the BVH structure from earlier
  261. 9:12keeps track of all of them. Any part of
  262. 9:14the map that's behind you or blocked
  263. 9:16from view gets cleared out of memory
  264. 9:17right away. At any moment, most of the
  265. 9:19map isn't loaded at all. The work of
  266. 9:21figuring out what to load and what to
  267. 9:23hide happens separately from the main
  268. 9:25game. That way, the game never has to
  269. 9:27stop and wait, and it stays smooth even
  270. 9:29when you're speeding down a highway.
  271. 9:30Textures, the images that cover every
  272. 9:32surface, work the exact same way. Every
  273. 9:34frame, the game checks exactly which
  274. 9:36pixels are on screen and only loads the
  275. 9:38level of detail those pixels need. When
  276. 9:40you're driving fast, that stops the game
  277. 9:42from wasting memory on detail you'll
  278. 9:44never even get close enough to see. Then
  279. 9:46comes making the details on the fly.
  280. 9:48Placing millions of rocks, trash cans,
  281. 9:50and bits of junk by hand would make the
  282. 9:52game's file size huge. So instead,
  283. 9:54artists label areas with tags like
  284. 9:56industrial or run-down. Then the game
  285. 9:59creates the clutter, junk, and plants
  286. 10:01while you play, based on the type of
  287. 10:03land, how steep the ground is, and how
  288. 10:05rich or poor the area is. Inside
  289. 10:07buildings, it works the exact same way.
  290. 10:09What's inside a house depends on the
  291. 10:11neighborhood around it. Some choices are
  292. 10:13a simple yes or no, like whether a room
  293. 10:15has a carpet. Others are more of a
  294. 10:17scale, like how dirty a wall is. And
  295. 10:19that's basically the city. Next up are
  296. 10:21the people living in it. In most
  297. 10:23arcade-style games, your character moves
  298. 10:25the instant you push the stick, but rage
  299. 10:27handles it differently. It treats your
  300. 10:28stick as the direction your character
  301. 10:30wants to go, then works out how a real
  302. 10:32body would get there. It checks where
  303. 10:34the feet are, keeps the body balanced,
  304. 10:36and uses fake muscles to push off the
  305. 10:38ground. That's why movement in Rockstar
  306. 10:40games feel heavy and realistic. It's
  307. 10:42also why there's a tiny delay between
  308. 10:44pushing the stick and your character
  309. 10:46actually moving. And two systems
  310. 10:48actually share the physics work. The
  311. 10:50first is based on a free physics tool
  312. 10:52called Bullet, which Rockstar has
  313. 10:53upgraded over the years. It handles
  314. 10:55things crashing into the world, like
  315. 10:57cars hitting walls or boxes falling down
  316. 10:59the stairs. The second is called
  317. 11:01Euphoria, made by a company called
  318. 11:03Natural Motion. Euphoria handles how
  319. 11:05characters keep their balance and how
  320. 11:07they react when something hits them.
  321. 11:09Zinga bought Natural Motion in 2014, and
  322. 11:12since then Rockstar has become one of
  323. 11:13the only big studios still using this
  324. 11:15kind of tech in its games. Now, say
  325. 11:17someone gets shot in the left leg. The
  326. 11:20game compares how hard the bullet hit
  327. 11:22with how the person's weight is balanced
  328. 11:24and figures out that the leg can't hold
  329. 11:25them up anymore. Their fake muscles push
  330. 11:27back to try to keep them standing.
  331. 11:29Depending on where they are and how they
  332. 11:31were moving, they might stumble, lean to
  333. 11:33the right, or reach out and grab a wall.
  334. 11:35None of that is a pre-made animation.
  335. 11:37The game works it out right in that
  336. 11:38moment. Animations also change based on
  337. 11:41each character's height and weight. A
  338. 11:42heavier person moves differently than a
  339. 11:44skinny one. In GTA 6, Jason and Lucia
  340. 11:46even climb through the same window in
  341. 11:48different ways. Rockstar also has a
  342. 11:50patent for a system that makes liquids
  343. 11:52like sweat, tears, and blood move
  344. 11:54realistically over a character's body.
  345. 11:56It keeps track of how thick each liquid
  346. 11:58is, how much of it there is, and how it
  347. 12:01clings to the skin. Sweat will build up
  348. 12:02over time and then drip off. When a
  349. 12:05bullet hits someone, the blood flies off
  350. 12:07based on how hard the hit was. Other
  351. 12:09patents cover characters leaving tracks
  352. 12:11in snow and mud. And then there are the
  353. 12:13tiny details that most people will never
  354. 12:15even notice. Hair and clothes have their
  355. 12:17own weight, so they move separately from
  356. 12:19the body. Couches sink a little when
  357. 12:20someone sits down. Coins move inside of
  358. 12:23cash registers, as well as a million
  359. 12:25other things. So, yeah, in 2006, Rage's
  360. 12:28whole job was to make two ping pong
  361. 12:30players sweat in one small room. 20
  362. 12:32years later, that same engine is
  363. 12:33handling sweat, blood, and salt stains
  364. 12:36across an entire state. If you learn
  365. 12:37something about the tech behind GTA 6, a
  366. 12:39like and subscribe really help me out.
  367. 12:41And if there's a part of Rage that you
  368. 12:43think I missed, let me know in the
  369. 12:44comments. My name's Gloobie, and thank
  370. 12:46you for watching.

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