Digital Foundry has published its analysis of the Grand Theft Auto VI launch trailer, and its headline finding is a repair rather than a reveal: the animation pacing error that has followed Rockstar's RAGE engine all the way back to Grand Theft Auto IV appears to be absent from the new footage, while the resolution again looks to be 1440p upscaled to 4K.[1]
The defect is specific, which is why it was easy to argue about. The frame-rate itself looked stable, but the timing of camera moves and character animation did not match it, so motion could read as jerky anyway, a fixture of Rockstar's engine going back to Grand Theft Auto 4.[1] It was one of the two major issues the outlet identified in the Extended Look, and in the launch trailer it is gone, including in the slow pans and other shots where it used to show.[1]
The larger question the trailer raised was upscaling. Sony announced Quick Spectral Super Resolution on 1 October as a base-console companion to the PS5 Pro's PSSR, with Marvel's Wolverine and Ghost of Yōtei the first titles patched to offer it as an extra graphics option.[2] Digital Foundry says it is not clear one way or another, but that it would lean towards QSSR not being used.[1] The image still looks to be roughly 1440p upscaled to 4K, black bars included, and in its Wolverine testing a QSSR pass of that kind cost around 4ms against the 33ms budget it cites for a 30fps frame.[1][2]
That arithmetic is the reason the finding matters. Spending a little over a tenth of the frame budget on upscaling an image that already renders at a relatively high resolution would be an expensive trade, and Digital Foundry is explicit that it has seen too little QSSR in the wild to judge its real rendering cost and quality.[1][2] It hedges on the footage itself, too: the cinematic framing may simply have been chosen to sidestep the aliasing and picture-quality problems that showed up more plainly in the Extended Look.[1]
What the analysis will not do is settle the question. Digital Foundry calls the trailer another good indicator of how polished the game looks this close to launch, but it stops short of treating 90 seconds of studio-selected footage as a verdict on the shipping build.[1]
Colour is the open question. HDR specialist Filippo Tarpini, best known for his work at Remedy, suspects Rockstar may be using the AGX tone mapper, which would account for colour shifts such as blue light appearing purplish, and Digital Foundry notes hints of inverse tone mapping building an HDR presentation from SDR-like source material.[1] The outlet labels that an informed guess and declines a verdict until it can see the game.[1]
What Digital Foundry says it still lacks is platform detail. It wants Rockstar to affirm why the game is being sold as best on PS5 and to set expectations across the four consoles it ships on, because features, image quality and performance could vary between them and there is currently only speculation to go on.[1] Rockstar's own launch post gives the date and the two platforms: 19 November, PlayStation 5 and Xbox Series X|S.[3]
The practical position, then, is narrow. Nothing in Digital Foundry's reading confirms Sony's new upscaler is running, and the clearest improvement it can point to is in motion rather than pixels, offered with the caveat that only the retail build can show whether the fix reaches the engine.[1][2] The game arrives on 19 November.[3]
Sources and verification
3 sources, 1 from the official record. Last accessed 19 October 2026. Each numbered marker in the story links to its entry here.
- [1]
- [2]
- [3]



