@megabero@rockstarturk Valla İngilizcem yok ps5 im bile yok ama sanırım taksite girip ps5 alıcam anlamadan oynarım sonra gider yayıncılardan izler pekiştiririm benim zaten fazla görevlerde işim yok kaykayımı alıp veya arabamı şehirde 100 saat dalabilirim müzik dinleyebilirim gibi
#gtavi#GTA6#gtavileak The NPCs are holding hands; I feel like there's a very realistic AI. They are walking slowly, talking, with a phone in their left hand.
@xstreamerhub Bir şey dicem uzun zamandır yayın izlemiyorum twitch dönemi KEKW vardı ama bu kadar sıklıkla atılmıyordu şimdi durduk yere atan var mesela ben o olayı anlamadım bazen görünce bot mu acaba KEKw mesajları diye düşünüyorum
Bugün rüyamda GTA 6 oynuyordum üç karakter vardı karakterler arası geçiş çok pürüzsüzdü şöyle bir şey deneyimledim bir göreve gidiyordum ya da sokakta yürüyordum üç tane karakter yanyana gidiyorduk üç karakter ile istediğime geçiş yapabiliyordum ve ne zaman birine geçsem başka ..
New alleged GTA 6 leak with details about the game’s advanced NPC dialogue system:
- This information comes from someone who allegedly worked on audio regression and subtitles validation
- There are hundreds of thousands of recorded lines just for ambient/world NPCs, not story or main characters, just people walking around, reacting, talking, calling out
- They replayed random world interactions, making sure lines triggered correctly, matched subtitles and didn’t overlap
- The NPC dialogue system isn’t like GTAV’s simple random pool of lines. It’s fully structured with detailed tags and categories
- Every line is labeled in a very specific way depending on context, situation, and variation, making it more like a database than a loose collection of voice lines
- They had access to a debug browser where they could see the line IDs and tags
The system relies heavily on conditional dialogue. NPCs don’t just say random lines, they react based on specific conditions such as:
- Whether they saw you commit a crime or only heard about it
- Whether they recognize you or not
-Whether it’s their first reaction or a repeated encounter
- Time of day (day vs night tone differences)
- Weather conditions (NPCs sound more annoyed in heat/rain variants)
- There were bugs where the wrong emotional intensity would play because the system pulled from the wrong tag group, like a calm line triggering during a panic state.
- Other bugs involved chain steps triggering out of order and people were arguing backwards
Actors are recording multiple versions of the same line with different:
- Emotions
- Intensity levels
- Phrasings for the same situation
- Different demographic variations so NPCs don’t all sound the same
- There are entire sets of lines that are nearly identical but differ slightly in tone, such as neutral, panicked, whispering, or injured versions of the same situation
- The game actually uses these variations depending on what’s happening in real time
- There’s a dialogue decay system that avoids repeating the same lines by pulling from deeper variants if you stay in an area for too long
- There are conversation chains so NPCs don’t just say one-off lines
- There are mini conversations between NPCs where person A reacts then person B responds then person A escalates or backs off
- The system also includes social awareness dialogue where NPCs can comment on things happening in the world, such as increased crime, police presence, or referencing viral clips
- There are lines referencing the player’s reputation or recent actions locally, making the environment feel more responsive to what the player has been doing
- NPCs feeling “alive” isn’t just about AI behavior. It’s heavily driven by the enormous amount of structured, context-aware dialogue and the systems designed to deliver it in a natural, non-repetitive way
The scale and complexity of all this helps explain why voice actors (in relation to SAG-AFTRA concerns) might push back because it’s not a normal voice voice acting gig anymore, it’s like building a database.
This information remains unconfirmed but it doesn’t seem that far fetched, considering that RDR2 had 450,000 lines of dialogue with a deep greet/antagonize system.
(via u/Brave_Plan_9659)