Both files sit on Rockstar's YouTube channel. Fan edits and other-language uploads stay off this list.
Grand Theft Auto VI Trailer 2
Official · English · Rockstar Games · May 6, 2025 · 2:47
Vice City, USA. Jason and Lucia have always known the deck is stacked against them. When an easy score goes wrong, they end up in a criminal conspiracy that stretches across Leonida. Rockstar captured this trailer in-game on PlayStation 5 — gameplay and cutscenes in equal parts.
Official · English · Rockstar Games · December 4, 2023 · 1:31
The first look at Grand Theft Auto VI. Leonida, Vice City, Lucia, and the Tom Petty needle-drop that announced the next game. Posted on the official Rockstar Games channel.
GTA 6 Digital Foundry Breakdown: RAGE Engine Frame Pacing Fixed on PS5
Digital Foundry's analysis of the October 15 GTA 6 launch trailer indicates Rockstar eliminated the RAGE engine camera micro-stutter dating back to GTA IV, while community breakdowns weigh the 30fps cap, lens bloom, and draw distance on PlayStation 5.
An October 16 YouTube RAGE engine comparison and Digital Foundry GTA 6 launch trailer tech analysis indicate that Rockstar has eliminated the RAGE engine camera judder and animation pacing hitches that hung over third-person aiming since GTA IV. Your right stick will not stutter when you whip the camera around a corner in Vice City.
Reported Digital Foundry and community tech analysts; Rockstar has not published frame-rate or resolution specs
Rockstar Games released the October 15 trailer using real-time in-engine footage captured on PlayStation 5 hardware, with Take-Two Interactive targeting PlayStation 5 and Xbox Series X|S for launch. Analysts and players combing through the capture isolated several technical shifts in how the upgraded engine handles motion and crowd load:
Video: Digital Foundry (Cited source video used for editorial reporting.) · Watch on YouTube
RAGE engine frame pacing and animation timing fixes remove the low-speed camera micro-stutter seen in GTA IV and GTA V.
Unverified technical estimates place the baseline PlayStation 5 capture at 30fps, upscaled to 4K from an internal resolution near 1440p.
Heavy image bloom and soft distant foliage appear to come from an optical lens diffusion pass instead of upscaler failure.
High-altitude shots, including Lucia parachuting at the 44:32 mark of an extended breakdown, keep deep level-of-detail across the horizon.
RAGE Engine Frame Pacing Without the GTA V Hitch
In GTA IV and GTA V, rotating the camera slowly while walking into a crowded interior or lining up a drive-by often triggered a subtle frame-time hitch. A side-by-side YouTube engine comparison isolates that older stutter to high-density interior entry scenes. Removing that hitch changes how a five-star shootout feels on a controller, especially when GTA 6 leans into heavier character momentum.
While unverified analyst estimates suggest the base PS5 build runs at a locked 30fps reconstructed from roughly 1440p, smooth frame delivery makes that ceiling much easier to live with during fast getaway driving. When your car clips a Vice City cruiser and you swing the reticle back toward the pursuit, consistent pacing keeps the target readable through the motion blur.
Optical Lens Diffusion and the Parachute Draw Distance
A YouTube tech breakdown attributes the trailer's softer edges and heavy highlight glow to a deliberate lens diffusion filter and atmospheric haze used to stretch horizon scale, though one viewer in the comments hoped the haze filter is dropped before launch because it looked underwhelming. That softness sits alongside dense simulation work across the Leonida footage.
In another YouTube graphics analysis, viewers zeroed in on timestamp 44:32, where Lucia parachutes off a tower and the draw distance holds street-level geometry across the map. One commenter praised the base PS5 level-of-detail on that jump while worrying whether post-launch patches might dial back the vistas like Red Dead Redemption 2 on console, and others argued over whether a 30fps target and dynamic resolution trade away too much sharpness. As we noted in our look at how RAGE evolved from GTA III to GTA 6 and why GTA 6 trades arcade speed for Red Dead 2 physical weight, the next test is how that 30fps budget holds up when player-triggered explosions stack on top of Leonida traffic.