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Re:GTA VI Leak [video] by ok_dad on Sunday September 18, 2022 @01:44PM (#32889607)
As someone who played gta online a lot, here’s some thoughts:

- the behavior of npcs is way more complex here. They’re not just running off scared. The ones at the registers have a way more complex animation than the current gen game.

- the cops seem to have a more refined line of sight and search pattern. They don’t just come at you.

- there is way more use of interiors here, in the current gen there are very few interiors other than instanced garages and stuff.

Nothing else really stood out but it’s clear that even if the graphics are not updated they’ll still have plenty of improvements to gameplay mechanics and world depth.

Re:GTA VI Leak [video] by haunter on Sunday September 18, 2022 @02:04PM (#32889799)
Graphics are definitely upgraded even if it's an older build. The volumetric fog is the same one as in RDR2 https://imgur.com/a/BKGj0vH
Re:GTA VI Leak [video] by ok_dad on Sunday September 18, 2022 @04:00PM (#32890947)
Yea, based on a more detailed viewing of the leak, I feel like they used a lot of RDR2 code. It’s been a while since I played RDR2, but I get a distinct feeling that the NPC behavior is similar to RDR2 somehow that I can’t really put my finger on. It would make sense, because I believe RDR2 was using an upgraded Rage engine from the GTA5 engine.
Re:GTA VI Leak [video] by torginus on Sunday September 18, 2022 @02:50PM (#32890289)
I wonder if this dumb behavior in games (GTA in particular, and games in general) has to do with the incredibly lackluster CPU power in consoles - a single core of the PS4 has about 2/3rds the performance of a Core 2 Duo core which came out in 2006.
Re:GTA VI Leak [video] by AdvancedCarrot on Sunday September 18, 2022 @03:09PM (#32890468)
keep in mind that GTA V had to run on the PS3 as well. It's a technical marvel that the game worked at all honestly.
Re:GTA VI Leak [video] by ok_dad on Sunday September 18, 2022 @04:03PM (#32890973)
There’s a little of that, but mostly the console does fine with complex AI and a fairly large number of NPCs, it’s the games with tons of simulation state like Cities Skylines or a large base build with a lot of parts and physics in FO4 that have issues.
Re:GTA VI Leak [video] by aqfamnzc on Sunday September 18, 2022 @03:03PM (#32890418)
With 8 cores and (I would imagine) much more dev time put into optimization than your typical software, I don't see that as an issue really. Most home computer software is still single-threaded, so it makes sense a single core would need to be more powerful in that scenario.

Although, I guess maybe my argument is moot since your average home PC CPU is going to have at least 4, probably more, cores...

Re:GTA VI Leak [video] by torginus on Sunday September 18, 2022 @04:19PM (#32891111)
Imo, the more complex the code, the more difficult to make it run multithreaded. Typical gameplay code, that potentially touches everything every frame, and can be changed on the designers whims, is typically very difficult to scale across codes.

For example, Dwarf Fortress is one of the most complicated games of all time, and the creator wrote about how he kept to just running it on 1 core.

Re:GTA VI Leak [video] by bayindirh on Sunday September 18, 2022 @05:42PM (#32891761)
When you're starting from scratch, designing for multiple threads is relatively easy. When you're iterating on a previous design or your best practices from previous projects, it becomes very hard, because you need to move/refactor/redesign/reimplement a lot of code.

On top of that, you need to test it, which means it's much more time consuming.

Re:GTA VI Leak [video] by torginus on Monday September 19, 2022 @04:07AM (#32895588)
>When you're starting from scratch, designing for multiple threads is relatively easy. It's not. Gameplay code changes constantly and always touches a ton of systems, it's very hard to parallelize, and load balance between cores.

I'd be surprised if any complex modern game had multithreaded gameplay code, and even if they do, it's usually some common, but CPU intensive problems, like pathing that gets parallelized.

Additionally, I found that most people don't have the skillset to write correct multithreaded code in any capacity, and even those that do frequently introduce hard to detect bugs, in addition to being a huge mental overhead.

It's even harder to make performance gains using multithreading. Let's say I multithread my code, but the additional complexity, and synchronization makes my code run at 60% the original speed. On 2 threads, I'm running at 120% speed. It would've been much easier to keep my code on 1 thread, and invest the mental energy to make the code 20% faster there.