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I had about an hour hands-on with the Xbox version plus I got to ask a ton of questions last Wednesday at E3. Read my article:

 

http://www.planetgrandtheftauto.com/e3/articles/preview/

 

Ask me questions if you have them. I will answer as many as I can.

 

Remember that I was only in Los Santos. It was a gold build of the game, but there were no cheats. In other words, they couldn't "unlock" the other two cities.

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How was the traffic in the game? Are there more cars on screen at the one time with the XBox version?

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Traffic amounts: seemed the same as the PS2, but this is not a PS2 problem. It seems to be a Renderware problem. Renderware is the engine that the game is built on.

 

Framerate: On Xbox, it was rock solid. Never went under 30 fps from what I saw.

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1. Do you know if anything's being removed from the Xbox version of SA? Like from VC: teargas, certain dialogue, some cheats just don't work

 

2. Are the Xbox's graphics as good as they look in the screenshots? Or have they been touched up like always.

 

3. Is there a lot of pop-up when driving a fast car/bike through the city?

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Well i really wanted to find out about the pc version but i guess this will do for now.So what were the load times like for going in buildings and mission cutscenes etc. compared to the ps2 version?

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1. Do you know if anything's being removed from the Xbox version of SA? Like from VC: teargas, certain dialogue, some cheats just don't work

 

2. Are the Xbox's graphics as good as they look in the screenshots? Or have they been touched up like always.

 

3. Is there a lot of pop-up when driving a fast car/bike through the city?

1. I asked the exact question and referred to the tear gas. The Rockstar rep that showed me the game only knew of co-op being taken out of the PC version due to limitations.

 

2. Video game companies take their screenshots and make their videos in elaborate ways. The Xbox screens look like scaled down screenshots from the PC version to me, but from my personal experience with the game, the textures are more hi-res, the load times are very fast (navigating the menu is super fast), and you can see everything clearly without excess graininess.

 

3. Pop-up was seen in some places. but some places I saw little. It all depends.

 

 

Well i really wanted to find out about the pc version but i guess this will do for now.So what were the load times like for going in buildings and mission cutscenes etc. compared to the ps2 version?

Load times upon entering buildings are much, much faster.

Edited by d8cam19
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Alright, thanks for that. A pretty nagging question. Sounds like we'll have almost everything, I'm hoping some glitch fixes though. And that was ony of my main problems with VC, I'd be moving at a high speed down the road, hit the pause menu, and it would take 4-5 seconds for the menu to come up.

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1.Did you play any missions? If so, where they different from any PS2 missions? Like Storyline mission wise.

 

2.Is there anything the XBox has that the PS2 doesnt, not as in graphic wise.

 

3.Is the distance better? Such as you fly over Ganton and you see half of it while the other have is...gone.

 

btw, great job with the interview.

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1.Did you play any missions? If so, where they different from any PS2 missions? Like Storyline mission wise.

 

2.Is there anything the XBox has that the PS2 doesnt, not as in graphic wise.

 

3.Is the distance better? Such as you fly over Ganton and you see half of it while the other have is...gone.

 

btw, great job with the interview.

1. no

2. disc-track mode, replays, some other stuff

3. yes, the distance is better but the pc will have further capabilities

 

Remember to read my article as I already answered plenty of questions there:

 

http://www.planetgrandtheftauto.com/e3/articles/preview/

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_-playero-_

Replays in the Xbox!!? f*cking awesome!

 

I must nice, you got my dream job......

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blue_steel

Was there reflections on the cars? e.g. In GTA III you could see the girders from the bridge while crossing from the 2nd to 3rd islands.

 

Also are the safe houses "back to their original glory"?

Edited by blue_steel
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murph_fan51
With the PS2 version, I noticed, even for the very short time I played, the cars would (well firstly the vehicles would pop up and the distance was not further), but they would come off some highway and do a sudden 90 degree turn. You'd be standing their with a gun, then in a flash, the car would be heading down another street. Was this noticable in the Xbox. I only noticed it rarely in PC VC..
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Maybe you could read and answer some of the questions that were in the other thread?

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hi d8cam19

 

i have a question which is a bit off-topic:

 

while you have been at the Rockstar Booth, were you able to see any staff from magazines entering the exclusive GTA: Liberty City Stories Room? I ask this, because if we would know which magazines got the exclusive first look on the psp game we could advertise those magazines in the news.

 

respect for your work and friendly greetings from germany

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1. Was there reflections on the cars? e.g. In GTA III you could see the girders from the bridge while crossing from the 2nd to 3rd islands.

 

2. Also are the safe houses "back to their original glory"?

1. Because I only had an hour and I was thinking hard about questions to ask, I didn't think to ask this. Sorry.

2. Not sure what you mean.

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With the PS2 version, I noticed, even for the very short time I played, the cars would (well firstly the vehicles would pop up and the distance was not further), but they would come off some highway and do a sudden 90 degree turn. You'd be standing their with a gun, then in a flash, the car would be heading down another street. Was this noticable in the Xbox. I only noticed it rarely in PC VC..

This is a coding thing and I didn't look to see if it was fixed, but I am guessing it was not.

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' date='May 22 2005, 16:25'] hi d8cam19

 

i have a question which is a bit off-topic:

 

while you have been at the Rockstar Booth, were you able to see any staff from magazines entering the exclusive GTA: Liberty City Stories Room? I ask this, because if we would know which magazines got the exclusive first look on the psp game we could advertise those magazines in the news.

 

respect for your work and friendly greetings from germany

I saw people going in and out, and I think I saw Ziff-Davis on one of them, but I am not positive.

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Hello, I'm a big fan of "Planet of GTA."

 

Question: are the shadows direct 3D stencil buffer shadows or raytraced by the radiosity simulation?

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Traffic amounts: seemed the same as the PS2, but this is not a PS2 problem. It seems to be a Renderware problem. Renderware is the engine that the game is built on.

Actually, the ammount of actors Renderware can handle is quite hardware-scalable. In thoery, one can throw vehicles at VC until you run out of memory addresses for them. How long the framerate holds up is dependent on the machine. On the PS2 version of San An, there are seemingly arbitrary maximum limits of 20 peds and 12 cars which can spawn in certain areas; with even less in others. If these numbers haven't been upgraded by default on the PC version, R*^ was kind enough to leave them in a nice txt file for us to play with. I'd expect these could be safely doubled on any decent gaming rig.

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blue_steel

 

1. Was there reflections on the cars? e.g. In GTA III you could see the girders from the bridge while crossing from the 2nd to 3rd islands.

 

2. Also are the safe houses "back to their original glory"?

1. Because I only had an hour and I was thinking hard about questions to ask, I didn't think to ask this. Sorry.

2. Not sure what you mean.

Sorry I thought you might have seen it in the forums. In detail, there were safe houses that you could see the inside and outside depending if you were in or out of the house. They had to take this out because the PS2 couldn't handle it. I want to know if the restored this back to what it use to be before they had to dim it down for the PS2?

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I want to know if the restored this back to what it use to be before they had to dim it down for the PS2?

yeahr... me to...

 

btw did you see if the used ragdoll physics??

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Traffic amounts: seemed the same as the PS2, but this is not a PS2 problem.  It seems to be a Renderware problem.  Renderware is the engine that the game is built on.

Actually, the ammount of actors Renderware can handle is quite hardware-scalable. In thoery, one can throw vehicles at VC until you run out of memory addresses for them. How long the framerate holds up is dependent on the machine. On the PS2 version of San An, there are seemingly arbitrary maximum limits of 20 peds and 12 cars which can spawn in certain areas; with even less in others. If these numbers haven't been upgraded by default on the PC version, R*^ was kind enough to leave them in a nice txt file for us to play with. I'd expect these could be safely doubled on any decent gaming rig.

So your saying with a really good gaming rig, it would be possible to have filled up highways smile.gif

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Traffic amounts: seemed the same as the PS2, but this is not a PS2 problem.  It seems to be a Renderware problem.  Renderware is the engine that the game is built on.

Actually, the ammount of actors Renderware can handle is quite hardware-scalable. In thoery, one can throw vehicles at VC until you run out of memory addresses for them. How long the framerate holds up is dependent on the machine. On the PS2 version of San An, there are seemingly arbitrary maximum limits of 20 peds and 12 cars which can spawn in certain areas; with even less in others. If these numbers haven't been upgraded by default on the PC version, R*^ was kind enough to leave them in a nice txt file for us to play with. I'd expect these could be safely doubled on any decent gaming rig.

I've been owned tounge.gif

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What are the basic controls for the Xbox version? Are they the same as the Double Pack? I saw a scan somewhere that said the right trigger would activate manual aim, the left trigger would activate auto aim and B would be shoot. I hope this isnt the case.

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liesofsilence

I think the controls will be the same as for the 3/Vice versions for the Xbox.

 

Do you know, or can you guess when it'll be gold?

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What are the basic controls for the Xbox version?

 

I can answer that one. (Credit: geeking, not pimping) It turns out they'll be customizable. (Click here)

 

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What are the basic controls for the Xbox version?

 

I can answer that one. (Credit: geeking, not pimping) It turns out they'll be customizable. (Click here)

This is the scan that I saw. This layout for shooting is stupid though. It would work way better if the R trigger was shoot. They don't really need to add a new button for shooting.

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I think the controls will be the same as for the 3/Vice versions for the Xbox.

 

Do you know, or can you guess when it'll be gold?

I played the gold version tounge.gif

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