For 21 years, Rockstar stayed silent on one of GTA’s most memorable systems weight mechanics.
The same system where CJ ate burgers, got fat, hit the gym, and slimmed down again. Now, all signs point to this mechanic finally returning in GTA 6 technology. But the real question is why it took so long and what changed now?
Table of Contents
Everyone keeps throwing around one word: AI. NPC AI, advanced AI, next-gen AI. But Rockstar already had advanced NPC systems in Red Dead Redemption 2. So what exactly is different this time? And more importantly how is Rockstar pulling this off on PS5 hardware, in such a dense open world, with ray tracing, complex physics, and insanely realistic character animations?
The answer isn’t rumors. It’s Rockstar’s own patents.
The Biggest Problem in Open-World Games: True Realism

Rockstar isn’t just trying to make GTA 6 look better. They’re trying to solve a problem no open-world game has fully solved yet. True realism. That single goal is so massive that Rockstar:
- Abandoned Red Dead Online
- Redirected most of its technical force
- Filed multiple patents over recent years
- And delayed GTA 6 further to polish these systems
This isn’t guesswork. These patents recently became public. And one of them is 88 pages long, when most game patents are barely 15–20 pages. That alone tells you something serious is happening behind the scenes.
Why GTA Characters Always Had Similar Body Types

Think about every GTA you’ve played. NPCs always had:
- Similar height
- Similar body proportions
- Slight visual variation, but same underlying structure
Even in GTA Online, you could change Face, Clothes. But not body type.
That wasn’t a design choice. It was a technical limitation. Every character in a game has a skeletal rig. Animations are recorded using motion capture, mapped precisely to that skeleton. Change the skeleton and animations break. So if Rockstar wanted: 10 body types, 500 animations per body. That’s 5,000 animations needing motion capture. Now add Walking, running, shooting, shooting while walking, shooting while running, animation blending. This quickly becomes impossible at open-world scale.
Rockstar’s Breakthrough: Runtime Animation Retargeting

This is where GTA 6 technology takes a massive leap.
Take-Two Interactive filed a patent called “System and Method for Runtime Retargeting”. In simple terms, an animation recorded for a 6-foot slim character can now dynamically adapt to a short, fat, tall, or muscular character at runtime. No animation breaking. No separate motion capture required. Instead of traditional animation trees, GTA 6 uses a data-driven animation system.
The game feeds real-time data into the animation system, such as Fatigue, injury, clothing weight, weather, emotional state. So animations react naturally. Examples:
- Heavy jacket → restricted movement
- Backpack → altered posture
- Heels vs running shoes → different walking style
- Wet clothes → heavier movement
- Muscle fatigue after gym → visible impact
If a specific animation doesn’t exist for a body type, the system retargets an existing one automatically. This alone unlocks something GTA has never truly had before. All of this advanced animation tech also ties directly into the GTA 6 map, where different environments, terrain types, and locations will dynamically influence how characters move, react, and interact with the world.
The Return of Weight Mechanics (Finally)

Remember GTA San Andreas?
- Eat junk food → gain weight
- Hit the gym → build muscle
- Body shape affected gameplay
This system vanished in later games. Why?
Because HD character models couldn’t deform cleanly like PS2 models could. But with runtime animation retargeting and advanced cloth simulation, Rockstar can finally bring this back without breaking animations. We already saw a simplified version of this in Red Dead Redemption 2, which was clearly a testing ground for GTA 6.
GTA 6 Technology: NPC Intelligence

Animations alone don’t create realism. NPC behavior is where immersion usually breaks. Until now, NPCs ran on state machines like Walk, stop, eat, drive predictable patterns. Rockstar’s next patent, “System and Method for Virtual Navigation in a Gaming Environment”, changes this completely.
NPCs now have:
- Personality traits
- Mood states
- Environmental awareness
Instead of being told how to go from Point A to Point B, NPCs decide:
- Car or bike
- Route changes due to traffic
- Behavior during accidents
- Whether to help, flee, or record events
This is already visible in GTA 6 trailers:
- NPCs reacting differently to Lucia
- Some recording videos
- Some ignoring
- Some helping
No two NPCs behave the same way.
How Rockstar Is Running All This on PS5

This level of simulation sounds impossible on current hardware. Rockstar’s solution is tiered simulation.
- NPCs near the player → full simulation
- NPCs farther away → simplified behavior
- Distant NPCs → statistical simulation only
As the player moves, NPCs dynamically upgrade or downgrade simulation tiers in real time. This keeps performance stable while maintaining realism where it matters.
Ray Tracing Without Killing Performance

Ray tracing is expensive especially in dense cities. Rockstar’s graphics patent introduces real-time priority-based ray tracing.
Instead of ray tracing everything:
- Visually important surfaces get priority
- Distant or irrelevant surfaces downgrade
Example:
- Car nearby → high-quality reflections
- Distant building → blended reflections
This explains why GTA 6 trailer reflections look precise up close but softer at distance.
Why Other Games Can’t Do This

All these systems depend on each other:
- Animation retargeting
- Advanced NPC intelligence
- Cloth simulation
- Tiered world simulation
- Priority-based ray tracing
Remove one the whole illusion breaks. That’s why no other open-world game has achieved this level of realism yet. Rockstar has been chasing this vision since GTA 3, according to leaked early documents. Hardware simply wasn’t ready. Now, finally, it might be.
Final Thoughts on GTA 6 Technology
Will everything make it into the final game? Maybe not. Rockstar has always had to cut features due to technical or design limits.
But these patents show what GTA 6 is capable of, not just what’s rumored. If even half of this makes it into the final release, GTA 6 won’t just be another open-world game. It’ll be a generational shift.
Also Read –
GTA 6 Wildlife Explained: All New Animals, Hunting, Fishing & Pet Mechanics
GTA 6 Vehicles Leak: 1000+ Cars, Improved Physics, Realistic Damage & Customization







