This might be the best meme to come out in a while
this too far

prayer to ned aka michael
I remember him interacting with me on twitter when he was just announced as the actor! Had some convos with him multiple times. Hope het gets better.
I remember him interacting with me on twitter when he was just announced as the actor! Had some convos with him multiple times. Hope het gets better.
yeah he seems like a genuine nice guy
GTA 6 is revolutionizing NPC AI after RDR 2 (a patent showed up from Rockstar and T2 yesterday)
It’s essentially a method to improve vehicle AI when driving
Currently, when NPCs drive on the road, they can sense a few cars around them to determine crashes or other things to drive around. This is “dumb” AI as it has very few factors to take into account, and requires a lot of computational resources. This is why vehicles despawn when far away, to free up the CPU.
Here’s a quote from the patent:
an additional drawback, conventional systems relied almost entirely on local traffic avoidance for NPCs to avoid collisions. This involves, each frame, checking the local environment for any potential obstructions (vehicles, pedestrians, objects), building up a view of that obstruction from the local vehicle (creating a front facing polygon which is a list of points/lines that the vehicle will need to avoid in order to not hit the obstruction), generating information about the road the vehicle is on so they can avoid going off-road into buildings and finally generating and detecting the best steering angle to avoid all the obstructions. This is done every frame for each entity and no knowledge of the previous frame is used. This can result in very late detection of potential issues and no high level knowledge of this road is blocked; instead, the system only indicates that there’s something in my way to be avoided. Vehicles cannot plan accordingly, for example, if there is any type of road blockage.
Rockstar's patent describes a system that primarily will change this and give NPCs more situational awareness. They will essentially have an objective of navigating from one location to another (simplified, but is essential in making routines similar to rdr2) and be able to take into account other external factors. Coolest of all,NPCS will still exist when your game isn’t rendering them in this implementation.
Specific examples mentioned by Rockstar state they will be able to use weather conditions, traffic, and crashes to determine where to go. Some areas might be dangerous in the rain, they might avoid it. If an area has too much traffic, they will avoid it. Possibly destructible environmental areas could be reacted to (similar to bridges in Just Cause, this point is speculation however ). Cars will also be able to take into account # of lanes and speed in their decisions. NPCs will be also able to take into account high speed chases, and be able to navigate if they themselves are speeding.
There will also be other reactions that are mentioned specifically, such as changing lanes before a highway exit appears, and as Rockstar puts it
driving slower on residential-type roads or having to perform certain maneuvers to avoid oncoming traffic on single-lane streets
The large part they also mention is this implementation uses a lot less processing power. The NPC schedules can be relayed by a central server (they could possibly use the console itself as well) and it doesn’t require the same constant surrounding a***ysis as previous AI. Rockstar mentions this will allow them to have denser traffic with the same resources.
A large aim also seems to be “realism.” Rockstar's patent mentions realistic reactions to various factors as being the main intent. For example, NPCs will each have different driving ability levels, based on the driver and the car:
each NPC can define its own specific characteristics for traversing the road nodes. These characteristics can define the distinction between vehicle types/models that have various speed restrictions and benefits. By way of example, various characteristics and parameters can include acceleration, times/distances, braking times/distances, top speed, cornering speeds
Essentially each driver will have its own profile, and have unique driving characteristics as well as skill level. Some might speed, others might not. Each vehicle will also affect the driving of these drivers.
Personally I find this very exciting. It builds an image of a denser world, with many variable environmental conditions. It remains to be seen to what degree this will be implemented, either way it’s a great find!
This also seems to give the idea that weather and changing conditions will have a large impact on the Gameworld. As the other patent posted today mentioned as well, response and varying environments are heavily emphasized. IMO this is biggest takeaway from this, and will be important even if it is not incorporated into GTA 6.
Keep in mind though, patents do not mean this tech will be used, or used to the full extent described. Companies often patent stuff that they might use and then decide not to use them due to lack of feasibility, or go for a broad patent and use it a lot more limitedly.
https://www.reddit.com/r/GamingLeaksAndRumours/comments/kyru3j/ujaloss_takeaway_from_the_patent_post_he/
sounds cool if they can mix this with the way they did npcs in red dead 2 its over for anyone else
GTA 6 is revolutionizing NPC AI after RDR 2 (a patent showed up from Rockstar and T2 yesterday)
It’s essentially a method to improve vehicle AI when driving
Currently, when NPCs drive on the road, they can sense a few cars around them to determine crashes or other things to drive around. This is “dumb” AI as it has very few factors to take into account, and requires a lot of computational resources. This is why vehicles despawn when far away, to free up the CPU.
Here’s a quote from the patent:
an additional drawback, conventional systems relied almost entirely on local traffic avoidance for NPCs to avoid collisions. This involves, each frame, checking the local environment for any potential obstructions (vehicles, pedestrians, objects), building up a view of that obstruction from the local vehicle (creating a front facing polygon which is a list of points/lines that the vehicle will need to avoid in order to not hit the obstruction), generating information about the road the vehicle is on so they can avoid going off-road into buildings and finally generating and detecting the best steering angle to avoid all the obstructions. This is done every frame for each entity and no knowledge of the previous frame is used. This can result in very late detection of potential issues and no high level knowledge of this road is blocked; instead, the system only indicates that there’s something in my way to be avoided. Vehicles cannot plan accordingly, for example, if there is any type of road blockage.
Rockstar's patent describes a system that primarily will change this and give NPCs more situational awareness. They will essentially have an objective of navigating from one location to another (simplified, but is essential in making routines similar to rdr2) and be able to take into account other external factors. Coolest of all,NPCS will still exist when your game isn’t rendering them in this implementation.
Specific examples mentioned by Rockstar state they will be able to use weather conditions, traffic, and crashes to determine where to go. Some areas might be dangerous in the rain, they might avoid it. If an area has too much traffic, they will avoid it. Possibly destructible environmental areas could be reacted to (similar to bridges in Just Cause, this point is speculation however ). Cars will also be able to take into account # of lanes and speed in their decisions. NPCs will be also able to take into account high speed chases, and be able to navigate if they themselves are speeding.
There will also be other reactions that are mentioned specifically, such as changing lanes before a highway exit appears, and as Rockstar puts it
driving slower on residential-type roads or having to perform certain maneuvers to avoid oncoming traffic on single-lane streets
The large part they also mention is this implementation uses a lot less processing power. The NPC schedules can be relayed by a central server (they could possibly use the console itself as well) and it doesn’t require the same constant surrounding a***ysis as previous AI. Rockstar mentions this will allow them to have denser traffic with the same resources.
A large aim also seems to be “realism.” Rockstar's patent mentions realistic reactions to various factors as being the main intent. For example, NPCs will each have different driving ability levels, based on the driver and the car:
each NPC can define its own specific characteristics for traversing the road nodes. These characteristics can define the distinction between vehicle types/models that have various speed restrictions and benefits. By way of example, various characteristics and parameters can include acceleration, times/distances, braking times/distances, top speed, cornering speeds
Essentially each driver will have its own profile, and have unique driving characteristics as well as skill level. Some might speed, others might not. Each vehicle will also affect the driving of these drivers.
Personally I find this very exciting. It builds an image of a denser world, with many variable environmental conditions. It remains to be seen to what degree this will be implemented, either way it’s a great find!
This also seems to give the idea that weather and changing conditions will have a large impact on the Gameworld. As the other patent posted today mentioned as well, response and varying environments are heavily emphasized. IMO this is biggest takeaway from this, and will be important even if it is not incorporated into GTA 6.
Keep in mind though, patents do not mean this tech will be used, or used to the full extent described. Companies often patent stuff that they might use and then decide not to use them due to lack of feasibility, or go for a broad patent and use it a lot more limitedly.
gta 6 better be a true next gen masterpiece with how much time they taking
if i'm broke as f***, no terrorbyte, no submarine, how should I grind for cash?
if i'm broke as f***, no terrorbyte, no submarine, how should I grind for cash?
Do jobs on hard
GTA 6 = Liberty city, Vice City, Los Santos and Las Venturas all in one city
would be lit
I think it’s supposed to be vice city + Cuba + Haiti + some missions in liberty city by San Andreas
Apparently that Project Americas leak is true
info? sounds awesome if u mean the one where its vice city/other countries on a narcos style
info? sounds awesome if u mean the one where its vice city/other countries on a narcos style
damn. hopefully the gamer clan doesnt throw their toys out the pram with a female protagonist.
if i'm broke as f***, no terrorbyte, no submarine, how should I grind for cash?
what do you have?
what do you have?
I got a nightclub, arcade, motorcycle club, and I just bought a terrorbyte. Client jobs the wave?
I got a nightclub, arcade, motorcycle club, and I just bought a terrorbyte. Client jobs the wave?
1) what do you have with your motor club - cocaine, meth, and the cash are the 3 best ones that bring the best profit. weed and the document forgery isnt worth the grind.
2) bunker is one of the best money makers, plus its a category in the nightclub warehouse. so you want to buy one eventually.
3) in the nightclub warehouse you'll want to assign all 5 technicians to ceo crates, weapons (bunker), cocaine, meth, and counterfeit cash. you have to own the businesses/properties to be able to assign technicians to it.
4) terrorbyte client jobs are ok, but only do the ones where you steal gold, steal diamonds, and the 3rd one is the life invader one where you hack the computers. the other 2 client jobs are s*** pay, dont do them. i cant remember the names off the top of my head.
5) if you have a ceo office and a ceo buzzard, or if you have the oppressor mk2, do headhunters under CEO work. they pay 20k if you do them quick af, you can do them in like 2 minutes with an oppressor. just start the mission in the city, dont do it in the desert, the targets are all spread out.
you can do a headhunter (10 min cooldown), then do 1 of the 3 client jobs and just rinse and repeat.
1) what do you have with your motor club - cocaine, meth, and the cash are the 3 best ones that bring the best profit. weed and the document forgery isnt worth the grind.
2) bunker is one of the best money makers, plus its a category in the nightclub warehouse. so you want to buy one eventually.
3) in the nightclub warehouse you'll want to assign all 5 technicians to ceo crates, weapons (bunker), cocaine, meth, and counterfeit cash. you have to own the businesses/properties to be able to assign technicians to it.
4) terrorbyte client jobs are ok, but only do the ones where you steal gold, steal diamonds, and the 3rd one is the life invader one where you hack the computers. the other 2 client jobs are s*** pay, dont do them. i cant remember the names off the top of my head.
5) if you have a ceo office and a ceo buzzard, or if you have the oppressor mk2, do headhunters under CEO work. they pay 20k if you do them quick af, you can do them in like 2 minutes with an oppressor. just start the mission in the city, dont do it in the desert, the targets are all spread out.
you can do a headhunter (10 min cooldown), then do 1 of the 3 client jobs and just rinse and repeat.
I have a bunker and a motorcycle club but literally all I did with them was buy them. Haven't started doing s*** with them. Should I do MC missions?
I have a bunker and a motorcycle club but literally all I did with them was buy them. Haven't started doing s*** with them. Should I do MC missions?
depends how often you play and how much $$$$ you got right now
For the bunker and mc stuff, once you buy each business, there are even more upgrades you have to buy. Staff, Equipment, and Security. Security just protects from business raids, but the other 2 play a role in your ability to max your profit in those businesses
I think the staff and equipment upgrade together is like 1.5 million maybe even more.
If you dont have these and just try grinding anyway it's a big pain in the ass. If you dont play GTA as like one of your main games, it's too much work imo
You need a good 10 million to get off the ground if you dont have a lot of money right now