Anatomy of the RAGE 9 Engine in GTA VI: Why This Game Will Destroy the Line Between Reality and Gaming (Tekin Plus Analysis)
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Anatomy of the RAGE 9 Engine in GTA VI: Why This Game Will Destroy the Line Between Reality and Gaming (Tekin Plus Analysis)

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1. Introduction: Goodbye Gen 8, Hello Future

1.1. Why RAGE 9 Has No Rival (Even Unreal Engine 5)

When the first GTA VI trailer dropped, everyone was stunned by the graphics. But what beats in the background is Rockstar's proprietary engine: RAGE 9 (Rockstar Advanced Game Engine). Unlike most studios flocking to Unreal Engine 5, Rockstar has doubled down on its own technology.

Graphics analysts believe RAGE 9 is leagues ahead of Unreal Engine in "Open World Simulation." Unreal is fantastic for closed environments, but when it comes to managing thousands of intelligent NPCs, dynamic traffic, and variable weather across a map spanning hundreds of kilometers, RAGE 9 is unrivaled.

1.2. Rockstar's Philosophy: Perfectionism or Madness?

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Rockstar Games is the company that made horse testicles shrink in the cold for Red Dead Redemption 2! Now imagine combining this obsessive madness with ninth-generation hardware power. GTA VI isn't just going to be "a game with better graphics"; it's going to be a "Florida Life Simulator."

2. Water Physics: The Most Revolutionary Feature

2.1. Take-Two Patent Analysis: Real-Time Ocean Simulation

One of the most significant documents filed by Rockstar's parent company (Take-Two Interactive) relates to "Fluid Simulation." In previous games, water was merely a "moving texture." But in GTA VI, water is a living physical entity.

According to this patent, ocean waves are calculated in Real-time based on wind speed, water depth, and even the passage of boats. This means the wake your boat creates actually hits the shore and wets the sand. This level of detail is unprecedented for an open-world game and was previously only seen in Hollywood CGI.

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2.2. Weather Impact on Gameplay and Driving

This physics isn't just visual. Vice City's torrential rains cause street flooding, altering your car's handling. The city's Drainage System is accurately simulated, and during storms, water levels rise. If you drive a sports car into a deep puddle, the engine will genuinely "hydro-lock" and stall.

3. Intelligent Locomotion: The End of Robotic Characters

3.1. Tobias Kleanthous' Tech: Characters That Get "Tired"

Tobias Kleanthous, a former lead engineer at Rockstar, filed a patent related to "Adaptive Animations." In older games, characters had limited animations (walk, run, jump). But in GTA VI, animations are built based on thousands of variables.

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Characters (both Jason/Lucia and NPCs) change how they move based on fatigue, injury, intoxication, the terrain they walk on, and even the weather. If Lucia runs in the rain in high heels, she will lose her balance. If Jason is injured, he will shift his weight to his healthy leg. This means we will no longer see those robotic, repetitive movements.

4. The AI Revolution and NPC Behavior

4.1. "Virtual Navigation" Patent: NPCs With Real Lives

One of the most exciting leaked documents is the Virtual Navigation patent. In previous games (like GTA V), pedestrians were merely "moving objects" that spawned around the player and vanished when you moved away. They had no purpose. But in GTA VI, the AI system has evolved.

According to Tekin Plus analysis of this patent, every NPC in the game world has a "Daily Routine" and even "Short-term Memory." For example, if you see an NPC taking a bus to work in the morning, you might see that same NPC returning home tired and shopping in the evening. If you get into a fight with someone on the street, they might remember you the next day and flee or call the police. This level of social simulation makes the world of Vice City terrifyingly alive.

4.2. Police System and Tactical Pursuit

The LSPD AI has also been rewritten. Gone are the suicidal cops who just ram their cars into you. GTA VI police act tactically. They surround you, use smart Spike Strips, and even if you hide in a building, instead of blindly rushing in, they will surround the perimeter and try to flush you out with tear gas. Escaping in this version requires strategy, not just speed.

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5. Lighting and Insane Details: Pure Photorealism

5.1. Ray Tracing as a Standard

The RAGE 9 engine has been rewritten based on "Physically Based Rendering" (PBR). Lighting in the neon nights of Vice City will be breathtaking. Unlike Cyberpunk, which offered Ray Tracing as a heavy option, in GTA VI, Global Illumination is Ray Tracing-based by default. Light reflections on car bodies, building windows, and even puddles are completely realistic.

5.2. Strand-based Hair and Cloth Physics

Character hair in RAGE 9 is no longer a solid block. Hair rendering technology is implemented strand-by-strand (Strand-based). Lucia's hair gets messy naturally in coastal winds, and humidity causes it to frizz or become heavy. Clothes also have independent physics, creating different creases during movement based on fabric type (cotton, leather, silk).

6. World Architecture and Audio: Hearing and Seeing a Living City

6.1. Interior Mapping Technology: The End of Fake Windows

One of the biggest criticisms of open-world games is "Fake Buildings." To solve this problem on a massive scale, Rockstar uses an advanced technique called Interior Mapping. This allows developers to give depth and 3D perspective to windows using special shaders without actually modeling every room. When you look at a skyscraper from the outside, you genuinely see furniture and interior space that shifts with the camera angle.

6.2. Ray-Traced Audio

Graphics are only half the experience. Rockstar uses Audio Ray Tracing technology in RAGE 9. This means sound waves travel through the environment exactly like light. Sounds bounce off walls and objects. If a helicopter is behind a skyscraper, you hear it muffled and indirect, and the intensity changes the moment it emerges. This technology allows you to pinpoint enemy or car locations even with your eyes closed.

7. Destruction Physics and Vehicles: BeamNG Meets GTA

7.1. Precise Crash Modeling

Early leaks showed that crash physics have been significantly upgraded. Gone is the simple damage of GTA V (where just the hood would dent). In the new version, car components are modeled individually. A heavy crash can cause wheels to detach, the chassis to shatter, and the body to deform dynamically, similar to the simulator BeamNG.drive, but scaled back slightly to maintain arcade gameplay.

8. The Hardware Challenge: Will PS5 and Series S Struggle?

8.1. Why the Game Will Likely Be Locked at 30FPS

This is the bitter part of the story. With this volume of physics and AI processing, many experts (including Digital Foundry) believe that GTA VI will likely be locked at 30 Frames Per Second on PS5 and Xbox Series X consoles with 90% certainty.

The CPU of ninth-generation consoles is slightly weak for processing this level of simulation. The situation for the Xbox Series S is even more worrying. will Microsoft be forced to lower the resolution to 720p? Or will Rockstar work its optimization magic? Only time will tell.

9. Tekin Plus Conclusion: Standby for the Biggest Entertainment Event in History

GTA VI isn't just a game; it's a showcase of the pinnacle of human technology in 2025. The RAGE 9 engine demonstrates what magic is created when unlimited budget meets unlimited time.

This game is set to blur the line between "watching a movie" and "playing a game" forever. If you haven't bought a ninth-gen console yet, GTA VI might be the only reason you need. Get ready, because the Vice City storm is coming.

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Majid Ghorbaninejad

Majid Ghorbaninejad, designer and analyst of technology and gaming world at TekinGame. Passionate about combining creativity with technology and simplifying complex experiences for users. His main focus is on hardware reviews, practical tutorials, and creating distinctive user experiences.

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Anatomy of the RAGE 9 Engine in GTA VI: Why This Game Will Destroy the Line Between Reality and Gaming (Tekin Plus Analysis)