One of the developers of the 2000s-era games (later referred to as the ) has revealed more details on how its car systems would work across the open world, with seemingly weird appearances across the map now making a lot more sense., and ushered in a new age for the franchise after its earlier top-down titles by bringing it into a 3D open world, and this is a huge reason why the series is as big as it is today, however, it clearly came with plenty of experimentation to make this possible, especially with the obstacles presented on older hardware.
Rockstar's former technical director, Obbe Vermeij, has been open about some of these obstacles on X, where he has previously answered questions about how the teams worked out police spawn points during the series' intense car chases among other features. A new post explained how Rockstar had to deal with the memory restrictions on the PlayStation 2 while creating the illusion of a busy city with constant traffic.
According to Vermeij's post,Rockstar had to limit the number of used vehicle models at any given time to 8 to ensure the game continued to run smoothly, which explains some of the duplications across the city. To ensure each car never felt completely out of place, however, the code was intended to pick models that were appropriate for the area, such as expensive vehicles in more well-off areas, and vice versa.
Every game added to the Grand Theft Auto franchise includes more vehicles, and that means there are plenty of choices when it comes to hijacking them.
As Vermeij pointed out, there were times when core gameplay elements stood in the way of this, as some of the 8 slots would be taken up by police cars, FIB and SWAT vans, and police helicopters if players were to increase their wanted levels. This could result in far fewer types of pedestrian vehicles with Vermeij stating that at times there would only be 1 or 2 car models available for ambient traffic, with this lack of variation being particularly
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