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San Andreas Definitive Edition Complaints & Criticisms Topic


Spider-Vice
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BS_BlackScout

Audio is worse yes. 
Cutscene voice is capped to 12khz.

 

PC: (GSV Video Rip, OG LOC mission) [begins to cut off smoothly after 13.8~14khz]

vsBsKUK.png

 

TDE: (GSV Video Rip, OG LOC mission)
FsWelPI.png

 

More holes in the audio which seem to indicate heavier audio compression. Insane high-pass which is usually discarded data, also a way of compression.

Could they not rip the audio from the original game???

 

If you have hearing issues or you're old and have your ears degraded or f*cked, it won't matter. If you're young or still have good ears, yeah, you are going to notice. Every 1000hz matters.

Edited by BS_BlackScout
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1 minute ago, BS_BlackScout said:

Audio is worse yes. 
Cutscene voice is capped to 12khz.

 

PC: (GSV Video Rip, OG LOC mission) [begins to cut off smoothly after 13.8~14khz]

vsBsKUK.png

 

TDE: (GSV Video Rip, OG LOC mission)
FsWelPI.png

 

More holes in the audio which seem to indicate heavier audio compression. Insane high-pass which is usually discarded data, also a way of compression.

Could they not rip the audio from the original game???

I thought they did use the original audio. Probably a sh*tty compression to save a few measly megabytes.

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BS_BlackScout

  

5 hours ago, MrSmity said:

The voice lines seem to have lost a lot of quality, you can easily tell on this scene.

Original: 

"Definitive":

 

In this case we have a weird situation. The old audio used to have what well, were essentially frequencies reflected upside-down in the spectrum after 6Khz. They removed this frequency ?shifting?, ?reflection? and it may appear that it now sounds worse for some. But it was just trickery back then to fake audio quality.

 

So, both are equally terrible in this scenario.


Ideally they'd use a better, higher quality source. Like a 44.1khz 16bit Stereo WAV encoded into whatever higher than an OGG Q5/MP3 192kbps.

4hTtpRq.png

 

_

I know this is a bit demanding, but if anyone can. Could you try to reproduce some of the bugs present in Vadim's videos?

Edited by BS_BlackScout
better pic
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I am not playing GTA SA until they fix the sh*tty atmosphere (horrible lighting, colors and fog). Vice City and III for me until then.

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Let me explain a game breaking "new" feature I found in SA's definitive edition. I've been curious about this since they released it as a new thing on Newswire. Yes, it is the increased draw distance. Because it is a great thing for VC and III while for SA, it was worrying and suspicious. I took the hopium and wished that they didn't increase that much. However, after seeing the Los Santos at night picture the last week and also famous Mt. Chilliad being visible, I was ready for disappointment. 

So, I will say how Grove St. Games broke the game world by adding some new features. I'll start with the original game. 

In the original San Andreas, there was no skybox as in the other games where they'd put an image of a sky with clouds. 

This is SA's sky: 

gta-san-andreas.jpg

It only had different colors for different weathers, different time of the day and different places (for example purple sky at desert) 

 

Other games mostly had skyboxes like this: 

EJ7JiK-WoAYn5_Y.jpg

It was only a 2D texture. 

What SA did different was because the game had flyable vehicles, they added 2D clouds that'd appear as you fly through the sky. 

Just like seen on this picture: 

san-andreas-pc-cheats.jpg

Another thing SA did was atmosphere layers like clouds. When you fly higher and higher, you will see tiny layer-like clouds that will give you the illusion of how high you are. 

Best example can be seen here: 

 

The last but not least is the infamous fog. The fog or draw distance in SA is very little compared to other games. One reason for this is hardware limitations of that time and it was easy to render objects in front of you thanks to the fog. Other reason is the atmosphere of Los Angeles. You can see even the nearby areas are still little foggy like in real Los Angeles. They even did it in V's Los Santos: 

lossantos.jpg

It adds character and aesthetic to the game that player would feel like he's really in there and makes the map feel bigger. 

 

Now back to the how GSG broke this world illumination. Firstly, they put a fake skybox with clouds which can be done in Unreal Engine which is okay on its own. However, they removed these 2D clouds when player is in the air which breaks the illusion that you're flying. 

Secondly, they increased draw distance to the max so player will see all the map clearly... without any clouds or fog or anything that will make you feel like you are flying and seeing far distance lands. 

You know San Andreas' map is square so there are like four "invisible" corners of the map player shouldn't be able to see. As you remember it was an endless ocean but it was only an illusion because the original map had limits.  

GSG's added skybox doesn't blend with the sea's color and it makes it look like it's a fake world like Truman Show stage (which it is). 

Look closely to the video, especially 0:33. You can see the corner of the map. Game world is completely broken. 

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Nothing game breaking, but it appears the animations are broken for the big rotating Sprunk can.
 

 

I hope the Feed and Seed chicken doesn't suffer the same fate!

The World's Biggest Cock - WikiGTA - The Complete Grand Theft Auto  Walkthrough

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One of the more annoying things that Grove Street Games (War Drum Studios) did in the 2013 remastered version was the ability to remove your jetpack while flying mid-air, allowing you to fall to your death, as seen in Vadim M's video.

 

Of course, while watching the livestream from GTA Series Videos, I see this:

 

I'm definitely curious as to what other "features" GSG had retained from the old remastered version.

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2 hours ago, BS_BlackScout said:

Audio is worse yes. 
Cutscene voice is capped to 12khz.

 

PC: (GSV Video Rip, OG LOC mission) [begins to cut off smoothly after 13.8~14khz]

vsBsKUK.png

 

TDE: (GSV Video Rip, OG LOC mission)
FsWelPI.png

 

More holes in the audio which seem to indicate heavier audio compression. Insane high-pass which is usually discarded data, also a way of compression.

Could they not rip the audio from the original game???

 

If you have hearing issues or you're old and have your ears degraded or f*cked, it won't matter. If you're young or still have good ears, yeah, you are going to notice. Every 1000hz matters.

Yeah, i am not all that much of an audiophobe but i do notice that the audio is really poor

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1 hour ago, mathhead said:

Let me explain a game breaking "new" feature I found in SA's definitive edition. I've been curious about this since they released it as a new thing on Newswire. Yes, it is the increased draw distance. Because it is a great thing for VC and III while for SA, it was worrying and suspicious. I took the hopium and wished that they didn't increase that much. However, after seeing the Los Santos at night picture the last week and also famous Mt. Chilliad being visible, I was ready for disappointment. 

So, I will say how Grove St. Games broke the game world by adding some new features. I'll start with the original game. 

In the original San Andreas, there was no skybox as in the other games where they'd put an image of a sky with clouds. 

This is SA's sky: 

gta-san-andreas.jpg

It only had different colors for different weathers, different time of the day and different places (for example purple sky at desert) 

 

Other games mostly had skyboxes like this: 

EJ7JiK-WoAYn5_Y.jpg

It was only a 2D texture. 

What SA did different was because the game had flyable vehicles, they added 2D clouds that'd appear as you fly through the sky. 

Just like seen on this picture: 

san-andreas-pc-cheats.jpg

Another thing SA did was atmosphere layers like clouds. When you fly higher and higher, you will see tiny layer-like clouds that will give you the illusion of how high you are. 

Best example can be seen here: 

 

The last but not least is the infamous fog. The fog or draw distance in SA is very little compared to other games. One reason for this is hardware limitations of that time and it was easy to render objects in front of you thanks to the fog. Other reason is the atmosphere of Los Angeles. You can see even the nearby areas are still little foggy like in real Los Angeles. They even did it in V's Los Santos: 

lossantos.jpg

It adds character and aesthetic to the game that player would feel like he's really in there and makes the map feel bigger. 

 

Now back to the how GSG broke this world illumination. Firstly, they put a fake skybox with clouds which can be done in Unreal Engine which is okay on its own. However, they removed these 2D clouds when player is in the air which breaks the illusion that you're flying. 

Secondly, they increased draw distance to the max so player will see all the map clearly... without any clouds or fog or anything that will make you feel like you are flying and seeing far distance lands. 

You know San Andreas' map is square so there are like four "invisible" corners of the map player shouldn't be able to see. As you remember it was an endless ocean but it was only an illusion because the original map had limits.  

GSG's added skybox doesn't blend with the sea's color and it makes it look like it's a fake world like Truman Show stage (which it is). 

Look closely to the video, especially 0:33. You can see the corner of the map. Game world is completely broken. 

I do not understand why they did not add any fog whatsoever, how did nobody notice how broken it looks with no fog or anything that hides it 

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2 hours ago, mathhead said:

Let me explain a game breaking "new" feature I found in SA's definitive edition. I've been curious about this since they released it as a new thing on Newswire. Yes, it is the increased draw distance. Because it is a great thing for VC and III while for SA, it was worrying and suspicious. I took the hopium and wished that they didn't increase that much. However, after seeing the Los Santos at night picture the last week and also famous Mt. Chilliad being visible, I was ready for disappointment. 

So, I will say how Grove St. Games broke the game world by adding some new features. I'll start with the original game. 

In the original San Andreas, there was no skybox as in the other games where they'd put an image of a sky with clouds. 

This is SA's sky: 

gta-san-andreas.jpg

It only had different colors for different weathers, different time of the day and different places (for example purple sky at desert) 

 

Other games mostly had skyboxes like this: 

EJ7JiK-WoAYn5_Y.jpg

It was only a 2D texture. 

What SA did different was because the game had flyable vehicles, they added 2D clouds that'd appear as you fly through the sky. 

Just like seen on this picture: 

san-andreas-pc-cheats.jpg

Another thing SA did was atmosphere layers like clouds. When you fly higher and higher, you will see tiny layer-like clouds that will give you the illusion of how high you are. 

Best example can be seen here: 

 

The last but not least is the infamous fog. The fog or draw distance in SA is very little compared to other games. One reason for this is hardware limitations of that time and it was easy to render objects in front of you thanks to the fog. Other reason is the atmosphere of Los Angeles. You can see even the nearby areas are still little foggy like in real Los Angeles. They even did it in V's Los Santos: 

lossantos.jpg

It adds character and aesthetic to the game that player would feel like he's really in there and makes the map feel bigger. 

 

Now back to the how GSG broke this world illumination. Firstly, they put a fake skybox with clouds which can be done in Unreal Engine which is okay on its own. However, they removed these 2D clouds when player is in the air which breaks the illusion that you're flying. 

Secondly, they increased draw distance to the max so player will see all the map clearly... without any clouds or fog or anything that will make you feel like you are flying and seeing far distance lands. 

You know San Andreas' map is square so there are like four "invisible" corners of the map player shouldn't be able to see. As you remember it was an endless ocean but it was only an illusion because the original map had limits.  

GSG's added skybox doesn't blend with the sea's color and it makes it look like it's a fake world like Truman Show stage (which it is). 

Look closely to the video, especially 0:33. You can see the corner of the map. Game world is completely broken. 

 

after the intro, i cheated myself a hydra, flew around a bit and then i noticed some weird reflection of my hydra in the back of the map and i noticed, that you can see this „white line space“ of the map and how it’s set up like a box and overall it just ruins the immersion and feeling for me, especially while flying. like it’s really bothersome, everytime i fly i either see my reflection in this map and i also can‘t unsee this „white line space“ anymore. flying overall right now is not that fun anymore, if i keep seeing this.

 

this really needs to get fixed asap, idk how this was not seen when they tested it?? didn‘t they fly or something? like i saw it within minutes after i started flying 

 

here is a video of me flying where you can see it: 

and a couple pictures too: https://imgur.com/a/5DqwvXy

 

a

also i noticed that the frame rate drops while flying and especially when you are flying lower, because of all those things that are suddenly loading in. 

 

either reduce the draw distance (or give us the ability to do that), fix those „borders/line“ of the map or something like that.

 

also they should have given us a new clothing system, keeping the old system, with having to go in, check out the clothing item, going back in, checking out next etc.. is just annoying. it should have been like GTAV or similar.

 

also they just copied the GYM mechanics from the mobile port, even with 0% muscles you can just do the highest KG/lbs because you just have to hit the highlighted area, nothing else. it should have stayed the same as in the ps2 edition 

 

also disappointed that the 2 player coop mode is gone.. why though? 

 

these are the only complaints i have right now, the skybox thing should get fixed asap tbh, it just breaks the immersion when flying 

 

edit: also who thought it was a good idea to „highlight“ enemies you are aiming at?? like please remove it or give us a option to remove it

Edited by Wesk_
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While vehicles seem to be the highlight for me from all this mess so far, they're based on the PC version, which means the vehicles that rightly had double wheels in the back on consoles, are missing them in DE too.

 

ehMxlXn.png PS2 RoadTrain для GTA San Andreas

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2 hours ago, LorshZontek said:

Yeah, i am not all that much of an audiophobe but i do notice that the audio is really poor

You just outed yourself as an audiophobe and not as an audiophile. That's for sure.

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9 hours ago, MrSmity said:

The voice lines seem to have lost a lot of quality, you can easily tell on this scene.

This was a thing I think many people hoped for. Uncompressed audio (or at least better quality than what we have had). But nope, those pumped up file sizes mean even worse audio. I really can't believe they would release a game like this.

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K2yjoYK.png

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10 hours ago, Claud3Speed said:

unknown.png

This picture literally says "Gay couple tries teaching their adopted kid how to shoot purple fellas while driving; while their stoned neighbour looks outside in disappointment".

  • KEKW 3

0rTqlCW.png

i5 10400F • MSI Z490-A PRO • XPG 16GB DDR4 3000MHz •

MSI RX 570 4GB • NZXT H510 • Cooler Master MWE 650 V2

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Also the expanded draw distance and lack of fog is simply wrong. It makes the map look smaller than IV's even though it's not.

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I hate that they changed the clothes, my favorite outfit (the leisure suit from pro laps) is broken, its a short sleeve top instead of a long sleeve. What was the point of changing something so small

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10 hours ago, BadaBing_1996 said:

loool how

reminded my of the reece in this lool

 

------

 

my complaint from footage is that the fog has gone and the draw distanced is increased, makes the map look small from high up

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A comprehensive list of issues that I have noticed (will update as I see more):

 

  • Draw distance is too long, should have used fog to hide it
  • Gym mechanics are bugged as CJ can use the highest weight (even 320 lbs) at first as opposed to starting off low
  • Unused red marker in Flint County
  • Mobile/console ports had some vehicles with double wheels but are missing in this edition
  • Game crashes randomly (maybe fixed by the day 1 patch)
  • Weird texture bugs at times, 99% of the times, it is all fine
  • Asset streaming in forest and desert areas is immersion-breaking especially on performance mode on consoles
  • Old speedrun strats are still present, should have been polished by now
  • OG Loc's mouth isn't synced in one line in the mission Life's a Beach
  • Cesar Vialpando's first lowrider minigame mission has fewer button selections as compared to the older editions
  • Kendl's smile in the mission King in Exile is overstretched for 2-3 seconds
  • Nitros and fire effects on a damaged hydra need improvements, they look off
  • The main factory building has no smoke coming out of its chimneys located on the Flint-Red County border
  • Some moving props like the chickens, Lil' Probe'Inn's spaceship, Sprunk bottle advertisements, etc. don't move anymore
  • Some vegetation is floating in the air a few meters above the ground in areas like Tierra Robada
  • The altimeter while flying planes only works till the first level, the second level never activates
Edited by SquoniX
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War Drums on Xbox 360 remaster: Don't have two player mode.

War Drums on the PS3 remaster: We've heard your complaints, we've brought back two-player mode.  

War Drums on The Definitive Edition: We removed the two player mode 👍

 

🤦🏻‍♂️🤦🏻‍♂️🤦🏻‍♂️

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Since this looks like it is following in the footsteps of that god-awful port does anyone know if the Home Coming bug is still present?

You had to drive a long f**k-about route to Pershing Square to get around it because driving straight there the conventional/quickest caused the game to freeze every single time you were approaching the marker at the police station.

Also I don't see why the trilogy's c + c thread had to be locked, several things are going to be a problem across all 3 games and it would be easier for people to talk about them in 1 thread rather than repeating themselves across 3 separate ones.

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LittleBlueTroll
6 hours ago, Wesk_ said:

also they should have given us a new clothing system, keeping the old system, with having to go in, check out the clothing item, going back in, checking out next etc.. is just annoying. it should have been like GTAV or similar.

 

 

Really disappointed they didn't address that. 

I actually said long before all these leaks that I wished for them to make shopping more like GTA V, and for a photo mode. Neither of my wishes have come true.

 

Also, the map needs fog, them draw distances are absolutely bizarre and I really don't know how they looked at that and thought it was okay... 

 

However, I'm still excited to play. I'll make all my other judgements based off my personal experience. 

SIG-2.jpg

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19 minutes ago, Muller147 said:

Since this looks like it is following in the footsteps of that god-awful port does anyone know if the Home Coming bug is still present?

No man, it's way, way worse than mobile versions, even mobile versions didn't have so many bugs.

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All these videos with flying a plane makes me really sad.

 

Is sad that nobody says, it feels weird or worse than OG .

 

Really shows state of gaming industry in 2021. Game from 2004  pissing from high ground to so called definitive edition...

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Midnight Hitman
30 minutes ago, Kris194 said:

 

What the f*cking f*ck this is? How the f*ck you can see map better at night?

 

This looks like horse sh*t. Seriously, we know that this is the mobile port, but they could at least bring back the fog, weather effects, haze effects and so and which were present in all the OG versions. Instead, they've basically removed EVERYTHING from that.

 

The map looks fake and plastic now. No immersion, no feeling of a state, nothing.

 

I can't understand how people can actually defend that sh*tty decision. How can anybody say "bUt DrAw DiST4nCe WaS LoW bEcAuSE oF oLD C0nSoLeS, tHis iS hoW R* INITi4LLY w4NtEd it To BE"!!11!!!!!11eleven!!

- Damn, I'm sure as hell they didn't want the game too look like this. I mean, just look how f*cked up the game looks with maxed out draw distance and without any effects. For f*cks sake, this is embarrassing.

 

This is THE gamebreaker for me atm.

Edited by Midnight Hitman
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"But it's Remaster and not Remake" WAKE UP!!! It works very well to make a Quality REMASTER, with better animations and physics, and still keep the originality of the original games.

 

There is no need to have it ported to Unreal Engine, since you are not using its potential, all this just to put shadow and reflection? Seriously?

 

And what is the need for the requirements to be SUPERIOR to those of GTA 5 and Red Dead Redemption 2? There is no significant change to justify this.

 

The graphics are good in some aspects, but that's JUST THAT, Rockstar did a dirty, lazy job, ported it to Unreal Engine just to say they made a Remaster, to get money out of Fanboys, games are Full of Bugs (Not just the old bugs from the original games, but a lot of new bugs), some missions are unplayable, the characters/NPCs are horrible.

 

why do you think Rockstar took the original games out of stores before ANY Screenshots or trailers were released?

 

Come on, if it were EA, Ubisoft, Nintendo, everyone would criticize and curs*, but just because it's Rockstar Games, people just accepting something badly done? Seriously?

 

And Congratulations to the Modders of the GTA Community, who always do an amazing and free job, Take-Two has taken down several mods to offer something lousy for $60

9CQQDwT.jpeg

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