¿Cómo metieron un GTA entero en 32MB de RAM?

Games on Eneba! https://ene.ba/SparRetro Cheap Games: https://ene.ba/SparRetro-JuegosBaratos Game Pass: https://ene.ba/SparRetro-GamePass PSN: https://ene.ba/SparRetro-JuegosPSN How was it possible to fit a giant map, vehicle physics, helicopters, boats, nine radio stations, and entirely new mechanics like swimming into a handheld console with only 32 megabytes of RAM and no second analog stick? In this video, we delve into the hardware to analyze the technical secrets of GTA: Vice City Stories on the PlayStation Portable (PSP). Sources: PSP and PS2 Technical Specifications: Official hardware documentation from Sony Computer Entertainment for developers (333MHz MIPS R4000 CPU, firmware limitations to 222MHz in 2005, and breakdown of the main memory: 32MB e-DRAM vs. the PS2's EE). RenderWare Documentation: Criterion Software technical manuals on the graphics engine architecture and Rockstar Leeds development notes on rewriting geometry and texture streaming pipelines. Development Interviews (2005-2006): Statements from Rockstar Leeds producers in specialized media outlets of the time (IGN, GameSpot, and Gamasutra) detailing the technical transition from Liberty City Stories to Vice City Stories, the use of the 333MHz CPU speed, and the development of the empire management system. Historical Sales Data: Take-Two Interactive's quarterly fiscal financial reports for the end of fiscal year 2008 (March 2008). Updated Data (February 2026): Documentation from the trademark litigation filed by Take-Two Interactive against Vice City Subs, in which the company detailed the cumulative total of 7 million copies sold for the Stories sub-series.