PSA: Grand Theft Auto Online patch now on PS3, coming to 360 ASAP

Rockstar has issued a title update for Grand Theft Auto Online on PlayStation 3, and hopes to make it available "as soon as possible today" for Xbox 360 players.


The promised title update for Grand Theft Auto 5's Online mode has rolled out on the PlayStation 3, and will be available for Xbox 360 "as soon as possible today."

A post on the Rockstar blog says that for PlayStation 3 users, a PSN server issue was limiting the number of concurrent players. That problem has been resolved, according to the company. It reiterated that the sale of cash packs has been put on hold for the time being. Other persistent problems, like the tutorial bug and general instability, were mentioned as issues the studio is working on, but they were not explicitly promised as fixed bugs in this patch.

Rockstar also recommends visiting a dedicated updates article for details on current bugs and known workarounds.

"All of these initial technical issues will be ironed out as soon as we can," Rockstar said. "Please know that the entire team here at Rockstar and all of our relevant partners are and will continue to be working around the clock to get the experience to be as smooth as possible, as soon as possible."

From The Chatty
  • reply
    October 4, 2013 7:30 AM

    Steve Watts posted a new article, PSA: Grand Theft Auto Online patch now on PS3, coming to 360 ASAP.

    Rockstar has issued a title update for Grand Theft Auto Online on PlayStation 3, and hopes to make it available "as soon as possible today" for Xbox 360 players.

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      October 4, 2013 7:47 AM

      I really would be interested in a technical debrief on this launch. GTA IV was the best-selling game of all time at the time, and it had launch issues with multiplayer. Since then, we have seen dynamically scaling automated servers come into reality. RDR was a cluster at launch as well. Where are the lessons learned?

      I don't understand, 5 years later, how this is still even possibly happening. Is everything running in house? How can it possibly be effective to do this in this day and age? Why does it make sense? I can't see the infrastructure investment required to support this being cost effective versus something like EC2.

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        October 4, 2013 7:54 AM

        This kind of launch doesn't really have negative consequences for them - they already have your money.

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        October 4, 2013 8:13 AM

        Well IV and RDR were both "traditional" multiplayer. V is a different beast with its clever use of matchmaking and "story". Also it's hard to test 2 million connections, no matter how prepared you think you are.

        And sometimes they just have to deal with the load and problems as it will scale down soon after launch.

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          October 4, 2013 9:21 AM

          How exactly does the matchmaking work? Are you just randomly matched up with others until someone drops out and is immediately replaced?

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            October 4, 2013 9:47 AM

            If I had to guess:

            * In free-roam, match with 15 others, priority with friends and crew members.
            * In missions (story, heists, deathmatch, races, etc), create a new "game" (from the service's point of view) with those who are in the "lobby". Continue with this lobby until "return to free-roam" is selected.
            * Go back into free-roam, but start with the "crew" that was just playing together and fill with randoms/friends, etc.

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          October 5, 2013 1:34 PM

          GTA online is setup very much like RDR multiplayer. You have a huge open world that you can play around in with the option for more structured content. RDR had structured mission coop stuff that was added in a free update which is more or less what is found in GTA Online. I think GTA online is going to really come in to its own is when people get to play around with the content creator. As it stands now the multiplayer isn't really doing anything that GTA4 or RDR mp didn't already do.

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        October 4, 2013 9:36 AM

        A billion in software sales = hammered servers no matter how many they needed.

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          October 4, 2013 9:42 AM

          Sorry kid, but that excuse won't jive in this day and age. If facebook can handle 10 million concurrent users, there is no magic to doing that elsewhere.

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            October 4, 2013 9:49 AM

            Except Facebook has a steady and predictable (fairly) traffic pattern. Launching a multiplayer service (any new service, really) will always have an initial surge that is often times not worth solving, financially speaking.

            Plus bugs happen.

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            October 4, 2013 10:21 AM

            Facebook didn't have 10 million concurrent users on day one, though.

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            October 4, 2013 10:33 AM

            I think you would find the traffic patterns for Facebook (ie a web site) vs a Game Client are completely different.

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              October 4, 2013 6:42 PM

              Seriously. This guy ever hear of latency?

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        October 4, 2013 10:43 AM

        the elephant in the room is that scalable resources and all this cloud nonsense is that they don't really prevent service availability problems, but they do allow you to remediate them quicker.

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      October 4, 2013 9:44 AM

      Does it fix the single player save game issues?

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        October 4, 2013 9:45 AM

        Yeah, I need my garage fixed please.

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          October 4, 2013 10:07 AM

          That was fixed in the previous patch already.

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