GTA 6 Graphics Hold Strong As Experts Explain Launch Trailer Colors
Tech analysts found no sign of Sony's upscaler in the footage, and a color specialist believes the washed-out look comes down to how the colors were handled.
News by Adeela Tas on Oct 19, 2026
The latest launch trailer for GTA 6 has people talking, and not always in a good way. The footage opens with a "Plays best on PS5" message, making it clear it was captured on a base PS5. Almost right away, viewers started squinting at the picture and wondering whether something was going on behind the scenes with the visuals.
One early theory was that the trailer was running Sony's new upscaling tech, PSSR. A team of tech analysts who specialize in breaking down game performance took a close look at the footage and said they saw no evidence of it. In their words, if the internal resolution is 1440p, it's hard to say what PSSR would even be doing there.
.jpg)
If it were upscaling to 4K, the numbers they've seen from the quality mode in Marvel's Wolverine suggest the upscale costs around 4 milliseconds. With a 33-millisecond render budget, that's well over 10% of your frame time spent on one feature, which they called quite extravagant. That raises a fair point about how it would be used at all.
If the internal resolution is already fairly high and good enough, it's unclear what PSSR would add.
Those same analysts criticized the image quality when the extended gameplay look first appeared, so they're curious what the tech could bring and whether it's even a practical fit for the game. For now, there's nothing official to lean on. Rockstar hasn't commented, PlayStation hasn't either, and nobody has said a word about how GTA 6 will run on the PS5 Pro.
Most people assume Rockstar will address it at some point, and many expect the Pro version to use PSSR 2.0, but for now, that's just speculation. What you have today is a launch trailer captured on a base PS5, and many viewers are asking what happened to the picture.
There's another side to the conversation, and it deserves more attention. Many people have called the GTA 6 trailer a major graphical downgrade. That doesn't really match what the footage shows. The underlying image quality looks strong, so the problem seems to lie elsewhere. What stands out is the color grading.
It has a flat, grayish look, almost as if a filter was laid over the whole thing, and that's what has led some viewers to say the picture looks softer or blurrier than it should. A community figure who specializes in HDR and color work weighed in, saying the studio may be using a cheap SDR upgrade instead of a proper, high-quality HDR setup.
In a series of social media posts, he reviewed several scenes from the launch trailer and pointed out several problems with how the colors are handled.
He starts with the positives. The launch trailer itself is in SDR, but it still shows how the team works with color, and overall it looks good to him. Gradients are smooth, skin tones are great, and the hue shifts are fine. There's a lot of clipping, though he says that's unavoidable in SDR. The one big exception is something that shows up often in games: bright blue turns purple.

He used the swimming pool scene as his example. The lights in that shot should push the blue water toward a lighter shade of blue, but where the lights are brightest, the water goes purple instead. That's a common trait of per-channel tone mapping. Unreal and ACES both have a blue-correction feature meant to fix it, but that brings its own problems, like banding.
Based on that, he believes the studio is using a per-channel approach known as AgX. He says it usually can't avoid the purple problem and can even make it worse, since it lacks gamut adaptation. After pointing out a few more cases where bright elements caused colors to display incorrectly, he explained why the team might choose AgX over other methods.
Part of the answer, as he sees it, is that AgX has no official HDR version, and nobody in the industry seems able to adapt its math to it. Citing further analysis from a game modder, he thinks the studio is leaning on inverse tone mapping for its high-brightness output without adding extra detail to the highlights.
In other words, the SDR image is stretched into a wider brightness range rather than built for it from the start.
He wraps up on a pessimistic note. In his view, this doesn't bode well, and it would be a real shame if the biggest game in the world relied on a cheap upgrade method. He says people have come to expect the worst in this area, but he's hoping to be pleasantly surprised.
It's worth covering this because the conversation around GTA 6 has gotten loud since the latest trailer dropped. Many people have noticed the look of the footage, and online discussion has leaned heavily toward the idea that the visuals took a step back. Having someone with real experience in color work break it down gives the debate context, and he says the picture just isn't sitting right.
There's no way to know yet whether the finished product will look the same when you pick up the controller and play it natively. What's shown in a trailer and what runs on your own screen can be two different things, so it's too early to say that what you saw is what you'll get. For now, the evidence points to color grading and brightness handling, not any cutback in what GTA 6 can actually do.
That's the main takeaway here. The assumption that GTA 6 took a massive graphical downgrade doesn't seem to hold up. The muted, hazy look you may have noticed has far more to do with color grading and brightness processing than with the underlying image quality. The specialist pointed to blues drifting toward purple and highlights lacking detail, which could explain why the trailer reads as flat to some viewers.
.jpg)
Neither Rockstar nor PlayStation has explained how GTA 6 will run on the PS5 Pro, and until they do, any talk of enhanced visuals on that hardware is guesswork.
If the Pro version does use Sony's upscaler, as many expect, the analysts' point about cost still applies: a technique that takes more than a tenth of your frame time has to deliver something you can actually see.
With the picture already sitting at a fairly high internal resolution, the benefit is far from obvious. It also helps to keep the format in mind. The footage was captured on a base PS5 and delivered as standard video, so the specialist could only judge the color work from what was on screen. A proper HDR build could look quite different, and nobody outside the studio has seen that.
If the team does end up using inverse tone mapping for the final release, the concerns he raised would carry over to GTA 6 itself, but if they've built something more careful, the picture could improve a lot. With GTA 6 still generating this much attention, small details like these will keep fueling debate. Every new clip gets pulled apart frame by frame, and people quickly read a soft or gray image as proof something went wrong.
In this case, the clues point to a color problem rather than a technical downgrade, and that distinction matters if you've been worried about how the game will look on your console. Until Rockstar and PlayStation say more about the PS5 Pro and the final image quality, expect the GTA 6 conversation to stay lively, and keep in mind the trailer is only one piece of the picture.
Editor, NoobFeed
Related News
No Data.
