After Rockstar barred the PlayStation 3 and Xbox 360 from the last GTA 5 Freemode DLC, stunned last-gen console gamers were left pondering whether the exclusion was an erratic occurrence or whether Rockstar has abandoned last-gen for good. Sadly, proof is directing towards the last mentioned.
Amid a meeting with IGN, Rockstar North Director of Design Imran Sarwar talked about how the group got to be given to creating content for GTA Online. All the more significantly, Sarwar went into the obstructions the designers now confront with the last-gen supports.
“The essential specialized reason is the memory limit for the more established frameworks,” says Sarwar. “We are always adding new things to the diversion with every redesign and we started drawing closer as far as possible after the principal year of GTA Online substance. We got ourselves just about at limit after the dispatch of Heists yet with some innovative programming we figured out how to crush extra redesigns into those more established frameworks which permitted us to make it to the extent the two Ill Gotten Gains upgrades, however we can’t make any more important overhauls without putting the steadiness of the whole web diversion at danger.” and
So there you have it: GTA 5 DLC redesigns totally sap the constrained memory execution of the 256MB RAM in the PS3 and 512MB RAM in the Xbox 360. In examination, both the present gen PS4 and Xbox One component altogether more powerful 8GB RAM.
Be that as it may, memory is just a part of a greater picture. Se7ensins discussion part LondonTown2004 chose to direct tests to better comprehend the constraints of last-gen comforts. The test looks at processing execution of the PlayStation 3 running patch 1.01, discharged Oct. 2013, and patch 1.28, discharged July 2015.
In Patch 1.01, the PS3 ran GTA 5 argent a reliable FPS (outlines every second) of 26.0 to 28.0. Amusement stacking times were anywhere in the range of 1 moment 2 seconds to 1 minute 10 seconds. Server Authentication Time took 15 seconds. At the point when the PS3 was logged running GTA 5 with the 1.28 patch, FPS had drastically tumbled to 23.0 to 24.0. Amusement stacking times eased back to 1 minute 53 seconds to 2 minute 12 seconds, around twice as long. Server Authentication Time now takes 56 seconds.
“The genuine hindrance that Rockstar Games have hit with advancement on the more seasoned consoles is quite down to registering execution than in-amusement framrates and so on and notwithstanding in-diversion execution likewise being at danger in a few angles, Rockstar’s essential concern is back-end security and the parts of the amusement that are reliant mechanics to run the online administration easily (P2P associations, GS-server-interchanges and handling of scripts/surfaces/general resources),” clarifies LondonTown2004. “The consoles are currently twice as prone to stop or capacity issues than patch 1.09 in January 2014.”