600k animations for gta 6 npcs, gta 5 had 55k. rockstar built a whole office for this

Saw the GamesRadar piece about Rockstar's NPC work and the numbers are kind of hard to wrap my head around. GTA 6 has over 600,000 animations for hand-crafted NPCs. GTA 5 had around 55,000. That's more than ten times the count, and they apparently set up a dedicated office just to make NPCs feel more bespoke.
I keep thinking about what that actually means in practice. 55k animations already gave us a lot of variety in GTA 5, but 600k is a different scale entirely. That's the kind of budget where individual NPCs can have their own little routines, fidgets, reactions, ways of standing or walking that don't repeat every block. The article mentions hand-crafted NPCs specifically, so it sounds like they're not just procedurally blending a few base animations, they're giving specific characters their own sets.
It also makes me wonder how much of this we'll actually notice while playing. A lot of animation work is invisible if it's done well. You don't stop and think about why a street vendor feels real, you just accept it. But when it's missing, everything feels stiff. GTA 5 NPCs were fine for 2013, but going back now they feel robotic compared to what RDR2 did with its towns. If GTA 6 is pushing past that, Vice City could feel genuinely alive in a way open world games rarely manage.
What kind of NPC behavior are you hoping this animation budget actually shows up in?
Source: GamesRadar+ ยท Curated content.
600k sounds like overkill until you realize it's what separates a backdrop from a living city. I'm less interested in the raw count and more in whether these NPCs carry their own tiny narratives, reacting to Lucia and Jason like they actually belong there instead of just filling space. That's where the cinematic weight is.