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Find rare car (BOOM ) its everwhere !


Jalaldinhoo
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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

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GTA IV didn't introduce this, it's was already in GTA III. It has something to with performance, it's easier for the game to only load a few select car models at a time.

This^

 

This has been since GTA III.

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GTA IV didn't introduce this, it's was already in GTA III. It has something to with performance, it's easier for the game to only load a few select car models at a time.

This^

 

This has been since GTA III.

I already said in all gta games

 

 

 

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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Yes, supposedly Saints Row, Mafia and other open world games didnt have this issue becouse they were running on next gen consoles.........oh wait.

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GTA2 wins again.

 

However, K^2, could it not be solved by simply maintaining the low spawn rate of rare cars, despite having loaded the model? It might seem like a waste, but I suppose that the game is always keeping common cars in its immediate memory, such as taxis.

 

And hell, for it to spawn to begin with, how did we ever get here? I am not convinced that it is not fixable.

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In Vice City, if you drove the Deluxo, Sand King or Sabre GT those cars didn't spawn. Maybe they could implement something like this for certain rare exotics.

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It's easy to spawn multiple diverse cars but the graphics cards won't be able to handle it without lots of optimization.

Why don't you tell us where you propose to store the texture information for all of these diverse cars that are so easy to spawn.

does this happens in other games ?? I only find it in GTA games

 

 

oh sorry double post , I don’t know how to quote more than one

Different games deal with this problem differently. There are other games with similar behavior, though.

 

Basically, it comes down to this. VRAM is very limited. It is, however, where all the textures you are going to display have to be, and textures are what takes up most of the space in the game. The problem becomes apparent. A game with several GB of textures cannot have all of them loaded in 512MB of VRAM. (Consoles would have access to only fraction of even that.) Naturally, if your game has multiple levels, you only need to load textures for that level. That tends to be the most common way to manage this. But what about a free-roam game? That's where streaming comes along. Resources are constantly being moved between HDD, RAM, and VRAM.

 

One of the resources that takes up considerable space is vehicle textures. There are several ways to go about dealing with that. You can do without textures at all or just few detail textures, you can reduce texture resolution, or you can have only a handful of them in memory at once. Problem with low resolution textures is immediately apparent. It might be ok for some background stuff in many games, but not for GTA. If you look at racing games with other vehicles on the road, you'll often see that they have low poly models and low resolution texture. It allows for great variety in traffic, and low quality doesn't bother you because you are racing past these cars faster than you can make out details. Only the racing cars need to be highly detailed, and there will be just a few of these.

 

Second option is doing away with textures all together. Cars tend to have a fairly uniform look, and most of the car's appearance can be achieved with geometry. Simply make a higher resolution model, do more advanced lighting, and you are done. If something's missing, details can be filled in with a small texture for these parts. This is great for rendering a few cars. But you try to render a street full of them, and your graphics card simply won't be able to keep up with it. So geometry complexity has to be reduced, and that introduces need for texture to prevent cars from looking like toys.

 

Finally we arrive at GTA's solution. Load cars you need into memory, and unload them as they become unnecessary. Now, having only a few cars in memory, the car spawn algorithm will have to rely mostly on these cars. And since car you are driving absolutely has to be loaded, it is one of these few cars that will be used to spawn traffic. Naturally, the spawn algorithm doesn't have to spawn the car you are driving. But then, it's one less car it has to work with. Add to it the fact that the game usually keeps track of your previous car, so that it doesn't despawn the moment you get out of it, and you are short of two car models you could have used. Plus, it needs to keep some reserved spots to spawn any new stuff that might be needed for missions or whatever. And if you restrict the spawn algorithm from using these, it significantly shrinks the pool of available car models, and suddenly, all the car it spawns are the same 2-3 models. That could be just as annoying as seeing copies of your car.

 

There are ways to optimize it a little better. IV definitely isn't the best R* can do. And V will probably have some improvements. But the problem is pretty fundamental one.

 

 

To add quotes, just use these tags.

 


Quoted text.

 

Prior to filing a bug against any of my code, please consider this response to common concerns.

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Different games deal with this problem differently. There are other games with similar behavior, though.

 

Basically, it comes down to this. VRAM is very limited. It is, however, where all the textures you are going to display have to be, and textures are what takes up most of the space in the game. The problem becomes apparent. A game with several GB of textures cannot have all of them loaded in 512MB of VRAM. (Consoles would have access to only fraction of even that.) Naturally, if your game has multiple levels, you only need to load textures for that level. That tends to be the most common way to manage this. But what about a free-roam game? That's where streaming comes along. Resources are constantly being moved between HDD, RAM, and VRAM.

 

One of the resources that takes up considerable space is vehicle textures. There are several ways to go about dealing with that. You can do without textures at all or just few detail textures, you can reduce texture resolution, or you can have only a handful of them in memory at once. Problem with low resolution textures is immediately apparent. It might be ok for some background stuff in many games, but not for GTA. If you look at racing games with other vehicles on the road, you'll often see that they have low poly models and low resolution texture. It allows for great variety in traffic, and low quality doesn't bother you because you are racing past these cars faster than you can make out details. Only the racing cars need to be highly detailed, and there will be just a few of these.

 

Second option is doing away with textures all together. Cars tend to have a fairly uniform look, and most of the car's appearance can be achieved with geometry. Simply make a higher resolution model, do more advanced lighting, and you are done. If something's missing, details can be filled in with a small texture for these parts. This is great for rendering a few cars. But you try to render a street full of them, and your graphics card simply won't be able to keep up with it. So geometry complexity has to be reduced, and that introduces need for texture to prevent cars from looking like toys.

 

Finally we arrive at GTA's solution. Load cars you need into memory, and unload them as they become unnecessary. Now, having only a few cars in memory, the car spawn algorithm will have to rely mostly on these cars. And since car you are driving absolutely has to be loaded, it is one of these few cars that will be used to spawn traffic. Naturally, the spawn algorithm doesn't have to spawn the car you are driving. But then, it's one less car it has to work with. Add to it the fact that the game usually keeps track of your previous car, so that it doesn't despawn the moment you get out of it, and you are short of two car models you could have used. Plus, it needs to keep some reserved spots to spawn any new stuff that might be needed for missions or whatever. And if you restrict the spawn algorithm from using these, it significantly shrinks the pool of available car models, and suddenly, all the car it spawns are the same 2-3 models. That could be just as annoying as seeing copies of your car.

 

There are ways to optimize it a little better. IV definitely isn't the best R* can do. And V will probably have some improvements. But the problem is pretty fundamental one.

Highly interesting stuff. Never knew the details. Thx for that summary!

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I remember R* boasting how they fixed that problem in GTA4 and look - they haven't! angry.gif

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It's easy to spawn multiple diverse cars but the graphics cards won't be able to handle it without lots of optimization.

Why don't you tell us where you propose to store the texture information for all of these diverse cars that are so easy to spawn.

does this happens in other games ?? I only find it in GTA games

 

 

oh sorry double post , I don’t know how to quote more than one

Different games deal with this problem differently. There are other games with similar behavior, though.

 

Basically, it comes down to this. VRAM is very limited. It is, however, where all the textures you are going to display have to be, and textures are what takes up most of the space in the game. The problem becomes apparent. A game with several GB of textures cannot have all of them loaded in 512MB of VRAM. (Consoles would have access to only fraction of even that.) Naturally, if your game has multiple levels, you only need to load textures for that level. That tends to be the most common way to manage this. But what about a free-roam game? That's where streaming comes along. Resources are constantly being moved between HDD, RAM, and VRAM.

 

One of the resources that takes up considerable space is vehicle textures. There are several ways to go about dealing with that. You can do without textures at all or just few detail textures, you can reduce texture resolution, or you can have only a handful of them in memory at once. Problem with low resolution textures is immediately apparent. It might be ok for some background stuff in many games, but not for GTA. If you look at racing games with other vehicles on the road, you'll often see that they have low poly models and low resolution texture. It allows for great variety in traffic, and low quality doesn't bother you because you are racing past these cars faster than you can make out details. Only the racing cars need to be highly detailed, and there will be just a few of these.

 

Second option is doing away with textures all together. Cars tend to have a fairly uniform look, and most of the car's appearance can be achieved with geometry. Simply make a higher resolution model, do more advanced lighting, and you are done. If something's missing, details can be filled in with a small texture for these parts. This is great for rendering a few cars. But you try to render a street full of them, and your graphics card simply won't be able to keep up with it. So geometry complexity has to be reduced, and that introduces need for texture to prevent cars from looking like toys.

 

Finally we arrive at GTA's solution. Load cars you need into memory, and unload them as they become unnecessary. Now, having only a few cars in memory, the car spawn algorithm will have to rely mostly on these cars. And since car you are driving absolutely has to be loaded, it is one of these few cars that will be used to spawn traffic. Naturally, the spawn algorithm doesn't have to spawn the car you are driving. But then, it's one less car it has to work with. Add to it the fact that the game usually keeps track of your previous car, so that it doesn't despawn the moment you get out of it, and you are short of two car models you could have used. Plus, it needs to keep some reserved spots to spawn any new stuff that might be needed for missions or whatever. And if you restrict the spawn algorithm from using these, it significantly shrinks the pool of available car models, and suddenly, all the car it spawns are the same 2-3 models. That could be just as annoying as seeing copies of your car.

 

There are ways to optimize it a little better. IV definitely isn't the best R* can do. And V will probably have some improvements. But the problem is pretty fundamental one.

 

 

To add quotes, just use these tags.

 


Quoted text.

 

Thanks for the Reply , thats was really helpful, I really appreciate it icon14.gifcookie.gif

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I Hate it in Grand Theft Auto 4 ( Hated the whole game btw ) when you find a rare car and drive it  then suddenly ( BOOOOM ) find it everwhere you go

 

 

this doesn’t make sense to me , People says limitation of consoles , but i only find it in GTA games

It has to do with the sheer amount of resources a game like GTA takes up. And it's not just with consoles. There would be a similar limitation on PC as well. You could probably get away with more cars in memory on PC, but the limit wouldn't be that much higher.

 

At any rate, this will still be a problem in V. Can't get around it. There are a few things that can be done to make it less apparent, and R* might have implemented these. But it's not going away all together.

Do Saint's Row and Sleeping dogs have this issue too?

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This isn't just a GTA thing. I believe this has happened to me in JC2 a few times as well.

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I remember R* boasting how they fixed that problem in GTA4 and look - they haven't! angry.gif

It's much easier to say in Game Informer you're going to fix something than to actually fix it. I guess it mustve been Fooseball Night or something when they were supposed to fix the car variety in GTA4.

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Lock n' Stock

 

There are like 18502944285 threads about this

Those exaggerations make no sense. There isn't that number of threads on the whole of GTAForums, or maybe not even the internet in general.

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FranticFatality

HEHEHEHE SCUMBAG CARS. HAHAHAHA. SO FUNNY.

 

Jesus, why is everyone obsessed with unfunny memes these days?

 

And OP, your post isn't exactly well though out.

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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Please ignore this imbecile, he has no idea what he's talking about.

 

It's fixable. Hell, on the PC version you can edit some files (I think in popcycle.dat) to stop this.

 

The one thing I never understood, is why is this done in the first place? It's not being done when you're not in a car, so why should it at all?

 

"Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there."

 

And please, just save us the agony. They never said it was impossible. They're just not putting in some of these features because they're not needed for GTA V. Stop putting words in Rockstar's mouth so you can build a false foundation for your terrible arguments and petty insults.

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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Please ignore this imbecile, he has no idea what he's talking about.

 

It's fixable. Hell, on the PC version you can edit some files (I think in popcycle.dat) to stop this.

 

The one thing I never understood, is why is this done in the first place? It's not being done when you're not in a car, so why should it at all?

 

"Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there."

 

And please, just save us the agony. They never said it was impossible. They're just not putting in some of these features because they're not needed for GTA V. Stop putting words in Rockstar's mouth so you can build a false foundation for your terrible arguments and petty insults.

Werent you the guy who was bitching and moaing i was "following you around"? Please, go take out your fanboy rage on someone else, fanboy.

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tenpennyisplainevil

I hate this. Sometimes I search for a car for example and then I only encounter a million of the same car. Also, when I drive a nice car, suddenly they appear everywhere. I only noticed this in IV.

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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Please ignore this imbecile, he has no idea what he's talking about.

 

It's fixable. Hell, on the PC version you can edit some files (I think in popcycle.dat) to stop this.

 

The one thing I never understood, is why is this done in the first place? It's not being done when you're not in a car, so why should it at all?

 

"Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there."

 

And please, just save us the agony. They never said it was impossible. They're just not putting in some of these features because they're not needed for GTA V. Stop putting words in Rockstar's mouth so you can build a false foundation for your terrible arguments and petty insults.

Werent you the guy who was bitching and moaing i was "following you around"? Please, go take out your fanboy rage on someone else, fanboy.

Please, we're trying to have a normal discussion in this topic. If you could release your anger elsewhere that'd be swell.

 

 

I hate this. Sometimes I search for a car for example and then I only encounter a million of the same car. Also, when I drive a nice car, suddenly they appear everywhere. I only noticed this in IV.

 

So what? Why is it such a problem that now the car spawns more frequently now that you have it? All of this comes off as some sort of elitism that you guys want to feel unique and it's not fair that you had to search for the car, and now it frequently spawns. It's not that bad.

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You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Please ignore this imbecile, he has no idea what he's talking about.

 

It's fixable. Hell, on the PC version you can edit some files (I think in popcycle.dat) to stop this.

 

The one thing I never understood, is why is this done in the first place? It's not being done when you're not in a car, so why should it at all?

 

"Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there."

 

And please, just save us the agony. They never said it was impossible. They're just not putting in some of these features because they're not needed for GTA V. Stop putting words in Rockstar's mouth so you can build a false foundation for your terrible arguments and petty insults.

Werent you the guy who was bitching and moaing i was "following you around"? Please, go take out your fanboy rage on someone else, fanboy.

Please take your ignorance somewhere else.

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tenpennyisplainevil
You heard it here folks. Car clumping is literally impossible to fix. Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there.

Please ignore this imbecile, he has no idea what he's talking about.

 

It's fixable. Hell, on the PC version you can edit some files (I think in popcycle.dat) to stop this.

 

The one thing I never understood, is why is this done in the first place? It's not being done when you're not in a car, so why should it at all?

 

"Along with purchaseable properties. Its all too impossible I'm afraid. athe technology just isnt there."

 

And please, just save us the agony. They never said it was impossible. They're just not putting in some of these features because they're not needed for GTA V. Stop putting words in Rockstar's mouth so you can build a false foundation for your terrible arguments and petty insults.

Werent you the guy who was bitching and moaing i was "following you around"? Please, go take out your fanboy rage on someone else, fanboy.

Please, we're trying to have a normal discussion in this topic. If you could release your anger elsewhere that'd be swell.

 

 

I hate this. Sometimes I search for a car for example and then I only encounter a million of the same car. Also, when I drive a nice car, suddenly they appear everywhere. I only noticed this in IV.

 

So what? Why is it such a problem that now the car spawns more frequently now that you have it? All of this comes off as some sort of elitism that you guys want to feel unique and it's not fair that you had to search for the car, and now it frequently spawns. It's not that bad.

It's just irritating. Whenever I drive a vehicle, 70% of the others are the same, with 20% being taxi and 10 a different vehicle. And when I want a normal vehicle (like the sentinel) I can search for it for 3 hours straight and not find it, while it should be pretty easy to find. Also, it's simply weird to see this many of the same vehicle on one road, unless they're taxis. I find it kinda weird how this only bugged me in IV.

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Why is this something people even care about. One good thing about it is that if you find a nice care and it takes damage you can just jack another one. Some people nit pick more than a wife.

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haha thats so true some people like nit picking and nagging about every thing more than any thing else. lol.giftounge2.gif

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It's easy to spawn multiple diverse cars but the graphics cards won't be able to handle it without lots of optimization.

there are mods for this kind of thing on the pc that works wounderfully

 

sadly they are unstable so i don't use it permanently

 

for example the game crashes if you interrupt traffic flow in a harch way it happens randomely sometimes never

 

but it does work without any pops

 

so pcs can handle diverse traffic as far as i know

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I think they will have fixed this problem in GTAV, when they were talking about spending money and about how expensive items will be hard to get, i had a feeling they were talking about vehicles in particular. I think it makes the game more immersive when you find a nice car and have to protect it, rather than thrash it and just grab the nearest same car.

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I think they will have fixed this problem in GTAV, when they were talking about spending money and about how expensive items will be hard to get, i had a feeling they were talking about vehicles in particular. I think it makes the game more immersive when you find a nice car and have to protect it, rather than thrash it and just grab the nearest same car.

I hope so

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There needs to be a option for PCs.

 

They don't even have to make it all random when you get a car, just don't spawn the same damn car absolutely everywhere, increase the spawnrate for other cars.

Edited by Coolstream
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