Will Patch 6’s Traditional Lights Mode in GTA Definitive Edition Enhance Gameplay Experience?
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The Grand Theft Auto Definitive Editions presented a blend of experiences. They generally ran well; however, the visual enhancements included low-quality AI-upscaled graphics, cross unit issues, and awkward utilization of outdated animation data. Players frequently expressed one significant aesthetic critique: that the remasters did not closely align with the originals in terms of lighting and colors, displaying a more subdued aesthetic. This is all set to change with patch six, which promises a new classical lighting mode and numerous other fixes—but does it effectively achieve its goals, and how do these alterations impact the final product?
Let’s begin with the positives: the classic lighting option represents a significant improvement, capturing the essence of the original games—especially in San Andreas. This is apparent right from the opening cutscene, with similar lens flare effects, a comparable hazy sky gradient, and thick fog near the camera. During the day, San Andreas is enveloped in a kind of orange haze, as sunlight filters through a greater portion of the atmosphere. The same holds true during gameplay, providing a much closer resemblance to the game’s original appearance in most situations and locations. The standard lighting mode, by contrast, feels somewhat sterile.
San Andreas’ original lighting was not precisely realistic, but it was crafted to evoke a genuinely oppressive atmosphere, masking the limitations of PS2 hardware and creating a sense of vastness. That last aspect is particularly important, as game environments tend to be significantly smaller than the landscapes we are accustomed to in the real world, necessitating effective lighting effects to convey a greater sense of depth. When you activate the classic lighting setup and eliminate the ground haze effect, San Andreas can indeed appear exceedingly small. The standard lighting setup alleviates this somewhat.
I did not spend as much time exploring the game’s various cities, but the lighting presentation in those locations appeared quite pleasing as well, adopting a more neutral tone in the desert surrounding Las Venturas, for example.
In GTA 3, the classic lighting generally gives the game a darker appearance, often lending a subtle blue or green tint. The opening cutscene is now much closer to the coloring of the recent series, although other scenes often display a less stark contrast. Generally, the classic lighting harmonizes better with the updated lighting presentation. If you gaze towards the horizon, you’ll notice another significant change with the classic lighting, as the horizon stands out more clearly as a defined line. Conversely, the haze softens the distinction between the sky and water. This is arguably more realistic, though somewhat exaggerated. Haze is also more prominent near the player in various locations.
GTA Vice City proves to be a closer match to the recent developments, with a broadly similar palette displayed in its opening cutscene. Gameplay also trends toward warmer tones, presenting a mistier atmosphere and a bright, blooming sun. Compared to the original PS2 version, the classic lighting generally aligns well with key aspects such as sky color, showcasing gentle oranges and muted pinks.
Overall, I believe the new classic lighting option works well and typically suits these three titles. San Andreas obviously receives the most extensive overhaul, with GTA 3 and Vice City experiencing slightly less impactful adjustments. A considerable amount of time and effort seems to have been invested in refining the lighting presentation so that each game feels more visually consistent and distinct from one another. We noticed similar changes in last year’s iPhone release, but this marks the first time we’re seeing this mode on home consoles.
One notable inconsistency I noticed is that the volumetric clouds, which were present in the latest-gen console versions in fidelity mode, do not appear in the new classic lighting presentation. Instead, we have some basic 2D scrolling clouds. This may not be significant for most players, as the performance modes also lack volumetric clouds in either lighting configuration.
Interestingly, the classic lighting has also been modified. When comparing patches six and four (the last patch we observed on home consoles), the lighting has undergone substantial changes. The most notable adjustments occurred in GTA 3, where some scenes appeared significantly lighter overall, and characters no longer exhibited the distinct specular glow they previously had. Some of these changes merely alleviate lighting issues, while others seem purely aesthetic. It seems that developer Video Games Deluxe, taking over from the previous developer Grove Street Games, has made a wide range of adjustments to the lighting presentation in this patch that apply to both lighting modes.
However, some visual issues persist with patch six—some seemingly new with this release. In San Andreas, there appears to be a slight problem with low-detailed variations of the terrain, as they do not align perfectly. This causes distant views to occasionally reveal odd shaded unrendered gaps, which only give way to poorly rendered terrain when the player approaches.
This issue has been present in San Andreas from the beginning, but it has become more pronounced in this patch, partially because these seams are occurring more frequently for some reason,
“`even from the same perspective. Furthermore, in many instances, the seams won’t be effectively influenced by the lighting now, resulting in naturally shaded areas that distinctly stand out.
I also stumbled upon a peculiar lighting scenario with the headlights of the player’s vehicle that wasn’t demonstrated in patch four. They project sharply defined illumination towards the surroundings, which contrasts with how realistic lighting should soften and disperse, regardless of the lighting mode used. Interestingly, once I enter a vehicle, the spill from the headlights transitions from a brilliantly luminous presentation to one that appears somewhat harsh. NPC vehicles and unused cars won’t be affected by this scenario.
Patch six also updates the fire effects, and I believe the outcomes are noticeably more impressive. The fire is no longer strangely dim, features higher-resolution flames, and casts more light onto the surrounding environment. Generally speaking, the new fire is clearly visible and easy to interpret, which wasn’t always the case in previous versions. However, I did notice one significant issue: fire sprites typically appear only intermittently, making it hard to realize that your vehicle is in critical condition and about to explode. In previous patches, fire appeared more frequently, effectively signaling impending danger.
Ultimately, many of the other issues we’ve highlighted during our coverage of the GTA Definitive Edition have not been resolved. To be honest, a few of the spelling mistakes have finally been corrected—”bearboxes” is now “gearboxes.” However, there are still instances, such as a “Salvadorean” brand, where the text remains incorrect.
The GTA Definitive Editions still rely heavily on AI-upscaled artwork, and the results are often disappointing. There’s an effect resembling higher-resolution art, yet the outcome is marred by severe upscaling artifacts. Text in particular tends to become quite distorted, rendering it difficult to read at times. These assets really should have been redrawn or perhaps replaced with higher-resolution textures from the newer Xbox versions when available. More advanced AI artwork upscaling technology is now also available, meaning that older works could potentially be enhanced to meet contemporary standards without requiring excessive additional effort.
The redrawn artwork generally doesn’t impress either, with bland and featureless structures plagued by noticeable repeating texture patterns. The fact that many buildings utilize the same geometry as their PS2 predecessors does little to help, giving most structures a boxy, angular appearance. There are also alignment issues with bits of ground debris, like leaves and grass, which is hardly new but still should have been addressed after six patches and three years since the initial release.
As a final note, I conducted a brief performance check on patch six during my experience with the latest generation consoles. Thankfully, I can report that the frame rate issues that have troubled the Definitive Editions for an extended period have been resolved as of patch six.