So by now, you’ve probably read a lot about GTA 6 rumors and wild guesses. But honestly, we won’t know what’s real and what’s fake until the game actually drops. Today though, we’re talking about stuff that has a pretty solid chance of being in GTA 6. And that’s because all this info is coming straight from patents filed by Rockstar Games and Take-Two over the past few years. So without wasting much time, let’s dive right in!
Natural Character Animation
As the GTA series has evolved, we’ve seen major upgrades in different areas with every new game—whether it’s game physics, graphics, mechanics, or animations. And when it comes to animation, RDR2 is still on top. But now, GTA 6 might take that even further, thanks to a new patent. Back in April 2023, Rockstar’s former lead AI and gameplay programmer, Tobias Kleanthous, filed a patent that’s all about character animation. And if you dig into it, it shows that Rockstar’s building a custom animation library specifically for GTA 6 or their upcoming games. This library includes different animations based on various situations—like how a character moves in the rain, how they act when they’re hurt, when they’re tired, or even when they’re drunk. Now here’s the crazy part: sometimes, multiple conditions could be true at once. Like, say the character is drunk, hurt, and it’s raining. Instead of using some pre-set animation for that combo, the system will actually pull from the animation library and generate a brand-new animation on the spot—one that shows a drunk and hurt character struggling in the rain.
Dynamic Animation For Different Characters
Now that we’re already talking about animations, you should know that creating them is one of the most time-consuming and expensive parts of game development. And when it comes to 3D animations, it gets even more complicated. But there’s a patent that might’ve just found a fix for this, and it’s filed under Take-Two Interactive. It basically explains how a single animation can adapt to different body shapes. So let’s say your character gains weight from overeating. Instead of making a whole new animation just for that body type, the original animation will automatically adjust to fit the new shape. This tech can also adapt to different scenarios. Like, one character might climb two steps of a ladder at once, while another might only manage one. Or one character might barely need to bend to open a car door, while someone else might have to bend a lot more. Basically, animations are gonna be super dynamic.
Highly Detailed Sweat & Blood
In the trailer, we saw Lucia and Jason working out multiple times, and their bodies had super detailed sweat effects. That’s actually thanks to another patent filed by Take-Two. According to it, fluids like blood, water, or sweat will first be generated on a 2D surface to reduce GPU load, and then they’ll be visualized on 3D surfaces as realistic water droplets, sweat, or blood. Which basically means when liquid elements interact with other surfaces, the results will look way more natural. Like, if a piece of clothing comes into contact with water or blood, it’ll fully absorb it just like in real life.
Chaotic NPC Driving and Movement
Alright, let’s answer a simple question: what’s harder—multiplayer races or single-player races? Leaving out the hardcore racing fans for a second, most people would probably say multiplayer races. And that makes sense, because in multiplayer, you’re going up against real people. Every player drives based on the situation they’re in—their position in the race, the track layout, whatever’s going on around them. But in single-player, the AI or NPCs usually follow pre-programmed rules, or they act based on how well they’ve been trained. Like, if there’s a crash up ahead, a real player won’t just blindly keep driving—they’ll try to dodge it, avoid crashing into buildings or other vehicles, and get through safely. Basically, real players make decisions based on the moment.
Now according to a new patent, NPCs in GTA 6 are gonna have that same kind of situational driving. They’ll actually choose their route to a destination based on stuff like low traffic, more available lanes, and which road works best for the vehicle they’re driving. Plus, not every NPC will be good at driving every type of car. So yeah, there’s gonna be a driving skillset system too. And if you watch this scene from the trailer—check out how that girl casually slips past Jason’s side without bumping into him. Movements like that show how natural and polished the NPC behavior is gonna be. So overall, NPC driving and movement in the game is gonna feel way more realistic and fresh.
Seamless Multiplayer Transitions
Look, take any multiplayer game as an example—whenever a ton of players gather in one spot, performance issues are pretty much guaranteed. And to fix that, there are usually two options. One: limit how many players can be in a single session. Two: lower the in-game detail. Right now in GTA Online, the entire world is just one session, and when you switch from one lobby to another, it turns into a full-on loading simulator, which honestly gets super frustrating.
To fix this, Rockstar came up with a new technique. They’ve split the game world into different sections, and each section is now its own separate session. So moving from one session to another is gonna feel way more seamless. Let’s say each session can handle 30 players, and the world is split into five of these—now you’ve got 150 players active in the same world, without turning the game into a laggy mess or a loading screen fest.
Rockstar makes a massive profit from GTA Online, so it’s obvious they’re gonna focus hard on multiplayer, online features, and RP servers. And honestly, why wouldn’t they? GTA Online is literally their most profitable game ever. It’s been almost 13 years since it launched, and it still has a massive player base. So yeah, you can bet Rockstar’s doing everything they can to make sure GTA 6 Online gives us the smoothest, most insane experience yet.
Secure Transactions and Anti-Cheat Technology:
Now since online is such a huge part of the game, Rockstar’s definitely keeping an eye on in-game purchases too. Usually, games handle purchases through platforms like the Play Store, App Store, Steam, or Epic Store. But according to a new patent, GTA 6 is set to upgrade how players do heists, purchases, and online trades. And not just the user experience—they’re also focusing on better purchase security.
The goal is to make buying stuff or pulling off a heist super fast and totally effortless. On top of that, another patent shows some serious anti-cheat improvements coming to the game. Basically, they’re trying to block hackers from getting in, so everyone can play on a level playing field. It’s clear Rockstar wants the online experience to feel smooth, secure, and fair for everyone.
Detailed Interiors And Random Clothing
Alright, so GTA 5 was a massive game with a pretty huge map—big cities, mountains, countryside, all that. And yeah, while the map *looked* big, most of it was just empty space filled with hills and rural areas. Now if you look back at GTA 4’s map, it was packed tight with buildings, and a lot more of those buildings were actually accessible. That wasn’t the case in GTA 5 though, and the reason is simple—creating interiors takes a *ton* of time.
First, an artist has to design the entire inside of the building. That means modeling stuff like chairs, desks, beds, paintings, carpets—you name it. Then those assets get categorized into different groups. After that, a gameplay designer comes in and arranges them based on the theme and type of building. Like if it’s an old building, the walls would have cracks, trash would be lying around, and everything would look worn out. Once that’s set up, rendering specialists make sure it all runs smoothly and doesn’t kill the game’s performance. So yeah, the whole process is super time-consuming.
Now coming to GTA 6, rumors say a *lot* more buildings will be accessible, and you’ll actually be able to walk around inside them freely. And here’s where it gets interesting—a patent filed for object and environment generation suggests that interiors will be auto-generated based on the type of building. So say you need a Chinese restaurant—you won’t need someone to design it all manually. The game will auto-generate that interior based on what kind of building it is.
And it’s not just the devs—players will reportedly be able to customize furniture and objects in their homes too. On top of that, NPCs won’t wear the same outfit every day. One day you might see someone in a suit, and the next day, that same person could be wearing a casual shirt. Bottom line: the game world’s gonna feel way more alive and dynamic this time.
Dynamic Levels of Detail and rendering:
But yeah, while making the game world super detailed and alive sounds amazing, there’s always that one worry—what if it doesn’t even run on current hardware? Like, let’s be real. In most games, when you look at an object up close, it looks super detailed—sharp textures, crisp edges. But when you look at that same object from far away, it turns into a blurry, low-poly mess. And devs do this on purpose to keep performance smooth. Because if you’re far from something and can barely see it, there’s no point rendering every tiny detail.
The difference between a high-res and low-res model isn’t even noticeable from that distance. To make that work, developers usually create two versions of the same object: one high-detail version for up close, and a low-detail one for far away. But the catch is, making two separate models takes extra time and space. Since they’re pre-rendered, it also increases the game’s overall file size.
Now, Rockstar seems to have tackled this with a new patent. The document itself is kinda technical and doesn’t reveal everything clearly, but based on what we could figure out—and a bit of educated guessing—it looks like they’ve developed a system where a single asset might automatically adjust its quality based on distance. So instead of having two separate models, one model might just shift its level of detail in real-time. Or maybe they’ve come up with something completely new. Either way, considering how insanely detailed and dense GTA 6 looks, it’s kinda wild that it’s running at 60 FPS on a PlayStation Pro. That alone shows Rockstar’s been putting serious work into optimizing performance.
And there’s more. One of their patents is specifically about graphics rendering and environment handling. It includes some pretty cool stuff—like a *Dynamic Terrain System*. That means terrain can actually deform. So if a grenade explodes, it could leave a proper dent in the ground. And just like in RDR2, you’ll see footprints from you and your vehicle in sand or snow. Over time, these marks will fade. And if it rains, puddles might form and fill those spots. Basically, everything’s gonna feel super reactive and alive, but still optimized enough to run smoothly.
We have also made a dedicated video on this topic! If you’re interested, don’t forget to check it out:
Also Read: GTA 6: Release Date, Price, Map, Leaks, And Everything Else We Know So Far
With that said, even though we’ve seen all these crazy patents, which ones actually make it into the game totally depends on whether Rockstar wants to include them or not. So yeah, we’ll just have to wait and see. If you wanna check out some GTA 6 fan theories, then make sure to click here. 10 Crazy GTA 6 Fan Theories That Change Everything