By using this site, you agree to our Privacy Policy and our Terms of Use. Close
quickrick said:

heh you are the first person i heard say this, even a developer who is a huge nintendo fan BTW, say's other wise. I mean just look at zelda on wiiu when it goes in karoki forest it doesn't have nearly as much as going as GTAV, yet its start running at 20fps, here is whattaht developer said in regards to GTAV port on switch, and switch has a much better cpu then WII u.

"GTA5 has lots of simulated people and lots of cars and lots of other simulated systems running concurrently. The city feels alive. PS2 would never been able to achieve that. Last gen console versions had much less cars and people on the streets. You can't really simulate rush hour traffic without being able to simulate enough cars. Highways simply don't have enough cars in the last gen version to cause traffic jams. The city feels less alive. 

Haven't got experience from Switch, but 3x ARM cores are likely a significant downgrade compared to 7x x64 cores for this kind of highly parallel city simulation workload."

All the guy you quoted essentially said is that the PS2 wouldn't be able to handle GTA V's traffic system. That is a pretty low bar though. The traffic system of GTA V is good enough for what it is intending to do (add a layer of complexity to a sandbox.) It's not spectacular when compared to real city simulation games though, but nobody expects it to be. Noticed how his quote doesn't really talk about the behavior of individual cars, and more speaks about the emergent behavior of having many of them. The actual decisions made by the individual cars with respect to the greater traffic hasn't changed much though, which is quite a different thing from games which focus very much on traffic simulations. 

I am a bit baffled at what he means by "but 3x ARM cores are likely a significant downgrade compared to 7x x64 cores for this kind of highly parallel city simulation workload" when as far as I recall the traffic system wasn't upgraded in the 8th generation remasters. If the 360's in-order Xenon can handle it the Switch's CPU certainly can, in handheld or docked mode. 

As for "lots of other simulated systems running concurrently" I don't disagree, GTA V does have many systems, but SO DOES  BOTW. 

Your Korok Forest example is illustrative of this. It is highly dense in grass geometry, which is all affected by the wind system. I can definitely see why this setting is memory and cpu intensive.