Unveiling the Technical Challenges of GTA 3: How Streaming Revolutionized Open-World Gaming

Unveiling the Technical Challenges of GTA 3: How Streaming Revolutionized Open-World Gaming

2024-04-25 18:09:30

Back then, we mightn’t fit or load the entire map of the revolutionary open-world adventure game GTA 3 into the memory of a limited PS2. Everyone knows that the capabilities offered by gaming at that time were ahead of its time and with that began an incredible era of games in the series and similar titles that followed in its footsteps.

Knowing that at that time the game world and its elements were gradually downloaded via the game DVD as you moved around the city, this was the most difficult technical challenge of development. rock star games Needless to say, the source code was created back in the day by creative programmer Adam Fowler.

When players approach certain items, the device plays their contents on the DVD disc to avoid the appearance of long loading screens and maintain a smooth, continuous experience without interruption.

So Adam tried to also bring objects, models and objects that were close to each other in the city closer together on the DVD, because the closer models would load onto the disc faster and because the DVD would have to slow down when the head of the lens moved to a different path.

Even following placing the models and items on the DVD efficiently and perfectly, it wasn’t fast enough, as players saw an incomplete version of the buildings around them and sometimes the path in front of them was missing due to the lack necessary speed. to load the game world and its objects with the abilities that existed at that time. So they had no choice but to slow down the player’s speed to give enough time to process without anyone noticing.

The Portland region initially had a major technical issue where if the player wanted to drive very fast along the island road, there would be a lot of buildings that would have to be loaded first, and this was the worst case scenario, so the developers changed the road layout to slow down the player’s movement speed and not be able to drive in a straight line all the time.

The development team also increased the air resistance on vehicles by around 5% to naturally slow down the car’s movement speed, something the player would barely notice, but it helps the device by giving it some time to load and complete the game world.

These technical obstacles were the main reason why the development team was unable to allow players to fly in GTA 3 (except for the Dodo mission). Vehicle models, non-playable character models, and music required a significant amount of memory. but it was the large map that posed the greatest difficulty due to the enormous amount of data the device needed to download it once.

As models and objects are loaded into memory and then deleted, the memory is divided into smaller and smaller blocks. Here, Adam’s code was constantly moving the models around to solve this problem. This was difficult because the models sometimes had to be moved while being displayed. .

Regarding City of ViceVarious improvements have been made to the code, including better compression of models and map structures, and smarter source code that will only load detailed versions of buildings if the player is not flying through the air using helicopters or planes.


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