Rockstar’s Nelson: How GTA 6 Will Scale to 2035
Rob Nelson described rendering, asset streaming and modular engine systems that Rockstar built so Grand Theft Auto 6 can scale with future hardware through 2035.
Rob Nelson, a lead engineer at Rockstar, described how the studio built Grand Theft Auto 6’s technology to scale with future hardware and remain visually strong through 2035.
Rockstar designed the rendering pipeline to operate across multiple performance tiers. Techniques include dynamic resolution scaling, temporal upsampling and machine-learning image reconstruction, which let the game render at a lower native resolution and reconstruct higher detail before display.
The studio targeted modern, low-level graphics APIs such as Vulkan and DirectX 12 and added support for hardware features like variable-rate shading and mesh shaders. The engine uses a hybrid ray-tracing approach that applies ray-traced effects selectively alongside traditional rasterization so lighting quality can improve on more powerful GPUs.
Artists and engineers separated high-detail assets from runtime presentation. The asset pipeline uses virtual textures, fine-grained mip streaming and sampler-feedback so only the data needed for the player’s view is loaded. Those systems are tuned for fast solid-state drives and can be adjusted for faster storage or cloud streaming later.
Procedural detail layers and multiple levels of detail help scale city and environment complexity. These systems allow the game world to show more detail on capable hardware while keeping performance acceptable on current consoles and PCs. The tools also let artists add new assets without rebuilding entire levels.
Rockstar built the engine with modular subsystems for rendering, animation, audio and networking so individual parts can be updated independently. That design makes it possible to introduce new upscaling methods, replace ray-trace denoisers or add new physics and animation tech through updates.
Nelson pointed to supporting driver and operating-system upscalers as an additional route for improvements outside the studio’s direct control.
Rockstar’s experience supporting Grand Theft Auto V informed these choices. GTA V, released in 2013, received continuous updates across multiple console generations; the studio applied lessons from live updates, patchable asset pipelines and flexible online infrastructure when building systems for GTA 6.
Nelson summarized: “We want the systems to scale with new hardware rather than becoming obsolete.” He added that some features will be optional on older machines and can be increased on more capable hardware as it becomes available.







