With Grand Theft Auto VI edging closer, fans are going wild speculating about its online component. Based on leaks, industry chatter, and Rockstar’s past, here’s a breakdown of what GTA 6 Online might deliver—and where it may hit limits.
🔍 What the Rumors & Leaks Suggest
Rockstar acquired Cfx.re (makers of FiveM/RedM), which spurred many to think that roleplay servers will be officially supported in GTA 6. Polygon+1
Leaked info (Tez2 being a key source) says lobbies may support 32 players with a couple spectator slots, similar to Red Dead Online. SVG
Other leaks (less verified) go further, suggesting possible support for even 64–96 players in a session to make the world feel more populated. Z League+1
Roleplay-style features (jobs, daily routines, property ownership, possibly more dynamic NPCs) are rumored to be easier to access, maybe even built into GTA 6 from the start. Atlas Games+2PC Gamer+2
Some leaks hint GTA 6 Online may launch with free-roam activities, events that happen in the world without needing to go through menus or load screens. Z League
⚠️ What Seems Unlikely or Problematic
Rockstar might not use dedicated servers initially—leaks say they considered them but rejected due to cost. That could lead to issues like lag, synchronization problems in multiplayer, or odd behaviour in physics and explosions. Dexerto
Large lobby sizes (64–96) may sound cool, but technical limitations, load balancing, and network stability may force Rockstar to curb that number at launch.
True cross-play between consoles and PC might be tricky. Rockstar currently hasn’t shown strong signs of supporting cross-play in its previous titles. Could happen later, but probably not day one. Sportskeeda
A fully unified “single-player story + multiplayer world” might be limited. Expect separation between large narrative missions and the online mode, rather than merging everything.
🔮 What Fans Have Reason to Hope For
A standalone multiplayer version: Some believe GTA 6 Online could be sold separately, allowing players who only want multiplayer to join without paying full price for the single-player story. Push Square+1
More active support for mods / user-generated content (UGC). With Rockstar’s engagement of creators from Roblox, Fortnite, and FiveM communities, we might get tools for custom maps, mission editors, or cosmetic markets. The Verge+1
Better NPC behaviour, realism, and ambient events that react to players in online sessions. NPCs that adapt, remembering your actions, or reacting to how chaotic the world is around them.
🧩 Where GTA 6 Online Might Be Constrained
Storage, processing power, and network bandwidth limits will force Rockstar to scale down some features. “Enter every single house in the city” may sound amazing, but realistically limited due to performance.
Monetization will be a major part. Expect cosmetic items, events, and possibly subscriptions or membership options. Free content likely, but not entirely free.
Rockstar tends to polish single-player modes first. The online version might lag behind in polish or content until post-launch updates.
🚀 Final Thoughts: What’s Realistic vs Fan Wishlist
Fans are hoping for GTA 6 Online to deliver a richer, more immersive multiplayer experience—bigger sessions, deep roleplay, meaningful NPCs, UGC, and cross-platform features. Some of these ideas look well-supported by leaks; others, not so much.
Here’s what seems likely on Day One:
32-player lobbies, possibly with more later
Roleplay features built into the core online mode
Seamless free-roam and multiplayer events
Strong microtransactions and cosmetic customization
What may come later:
Very large lobbies (64–96), cross-play support
Full mod / mission-creation tools
Deep single-player/story overlap with online
What do you want GTA 6 Online to have the most—massive RP servers, huge player counts, or something totally unexpected? Discuss below!