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GTA Online vs GTA V SP differences on the map


G0nx4
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As you can see in these pics, there are some differences on the map between gta online and gta v sp. Could anyone replicate this on next gen?

 

Gta v sp

0_0.jpg

 

GTA Online

0_0.jpg

Edited by G0nx4
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This is interesting to me but I don't want to spend all that time in SP figuring out what's different haha

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E•MO•TION

This is interesting to me but I don't want to spend all that time in SP figuring out what's different haha

In a nutshell, the world of GTAO (on both generations) is significantly less detailed.

L8m1zfV.png

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This is interesting to me but I don't want to spend all that time in SP figuring out what's different haha

In a nutshell, the world of GTAO (on both generations) is significantly less detailed.

 

Yeah, but I always feel that gta online map is more empty, at least in old gen.

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CrysisAverted

I really hoped next gen would at least keep props from singleplayer

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LightningLord

As you can see in these pics, there are some differences on the map between gta online and gta v sp. Could anyone replicate this on next gen?

 

Gta v sp

0_0.jpg

 

GTA Online

0_0.jpg

On PS4:

 

 

Single Player:

O3Z7kSq.jpg

 

 

Online:

sB6qgrO.jpg

IcOqQpq.gif

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I don't know what the next gen has, but I know the current gen has more objects than the last gen, though less than Story Mode.

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What is the game busy rendering in GTA:O that prevents it from keeping all of the same props and animals from Story Mode?

 

30 human players and their explosions and mayhem?

Edited by Eggobites90
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CrysisAverted

 

As you can see in these pics, there are some differences on the map between gta online and gta v sp. Could anyone replicate this on next gen?

 

Gta v sp

0_0.jpg

 

GTA Online

0_0.jpg

On PS4:

 

 

Single Player:

O3Z7kSq.jpg

 

 

Online:

sB6qgrO.jpg

 

 

 

Online is before Franklin, Michael and Trevor stopped all the criminals stealing everything not bolted down to the ground

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shadowGovernment

I have an answer to this.

 

Because these objects are detailed, they add to the poly count of the map (polygon count).

 

In single player this is fine, there can be as much detail as the console can handle.

But In multiplayer, there can be as much detail as the network can handle.

 

More objects = higher poly count = more data to render = more calculations needed = higher bandwidth = super fast internet.

Which is not what everyone has.

 

The reason I know this is because Im a games developer, and I build alot of levels, and this information has to be in mind when building levels.

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I have an answer to this.

 

Because these objects are detailed, they add to the poly count of the map (polygon count).

 

In single player this is fine, there can be as much detail as the console can handle.

But In multiplayer, there can be as much detail as the network can handle.

 

More objects = higher poly count = more data to render = more calculations needed = higher bandwidth = super fast internet.

Which is not what everyone has.

 

The reason I know this is because Im a games developer, and I build alot of levels, and this information has to be in mind when building levels.

Finally a smart person. I've been saying this all along in different threads. Most members brushed my comments off and felt like they were smarter. They don't understand only so much can be transferred over the Internet.

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Charles_Lee_Raye

What is the game busy rendering in GTA:O that prevents it from keeping all of the same props and animals from Story Mode?

 

30 human players and their explosions and mayhem?

Dont forget all the police chasing said criminals, fire dept dealing with property damage, and ambulances dealing with human damage. Thats what bogs everythng down, ive seen street loads of cars/peds disappear so more police/emergency services can render.

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Perhaps cutting that number of mayhem creating players to nearly half would allow animals in GTA:O?

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In a nutshell, the world of GTAO (on both generations) is significantly less detailed.

 

 

It is an intangible feeling I admit, but SP has always felt and looked better to me. Probably just sub-consciously noticing all the differences or something like that.

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Charles_Lee_Raye

Perhaps cutting that number of mayhem creating players to nearly half would allow animals in GTA:O?

I feel like it still could only fit a certain amount of polys per screen/area. On last gen you could literally line up cars on the highway and watch them disapear when you lined up over a certain number. It was like 15/16. Once you got to that certain number the first car in the row would just dissipate.

 

So even with 16 players its all the cops, peds, emerygency service personnel that still bog sh!t down. Think about just one player with a 5 star wanted level. How many police arw chasing, firemen putting out fires, ambulances hwlping people.

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SaltyGTAFMember

 

I have an answer to this.

 

Because these objects are detailed, they add to the poly count of the map (polygon count).

 

In single player this is fine, there can be as much detail as the console can handle.

But In multiplayer, there can be as much detail as the network can handle.

 

More objects = higher poly count = more data to render = more calculations needed = higher bandwidth = super fast internet.

Which is not what everyone has.

 

The reason I know this is because Im a games developer, and I build alot of levels, and this information has to be in mind when building levels.

Finally a smart person. I've been saying this all along in different threads. Most members brushed my comments off and felt like they were smarter. They don't understand only so much can be transferred over the Internet.

 

Because people don't believe in network limitations. They going to say I have XX connection without knowing how global networking works and think I'm entitle to this like a 12 yr old.

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CrysisAverted

The Matrix can run a billion player multiplayer with ultra realistic shaders and full HD virtual reality with billions of props and that came out in the 90's

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SaltyGTAFMember

The Matrix can run a billion player multiplayer with ultra realistic shaders and full HD virtual reality with billions of props and that came out in the 90's

It was made by the japanese.

Kens-brother-Roah.jpg

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The Matrix can run a billion player multiplayer with ultra realistic shaders and full HD virtual reality with billions of props and that came out in the 90's

Awe man. Nostalgia overload. You remember that juicy steak they had in it?
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We already had this thread...over a year ago...everyone knows there's less sh*t in Online

The reason I know this is because Im a games developer, and I build alot of levels, and this information has to be in mind when building levels.

Do you live with your grandmother and her 2 roommates?

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SaltyGTAFMember

We already had this thread...over a year ago...everyone knows there's less sh*t in Online

The reason I know this is because Im a games developer, and I build alot of levels, and this information has to be in mind when building levels.

Do you live with your grandmother and her 2 roommates?

 

But rockstar also added some things to online only too, that they didn't have a year ago.

Edited by DumbForum
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But rockstar also added some things to online only too, that they didn't have a year ago.

Uh, what?

 

Do you even get what this thread is about??

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SaltyGTAFMember

 

But rockstar also added some things to online only too, that they didn't have a year ago.

Uh, what?

 

Do you even get what this thread is about??

 

$100 shark cards

Trollface.png

But yeah counterproductive since we all know there is less models to deal with because of the lag.

Edited by DumbForum
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