| Scenario | PSP | PS2 | | :--- | :--- | :--- | | | Minor texture pop-in | Heavy FPS drop (20–25 fps) | | Explosion chain (5+) | Framerate dips to 15 fps | Framerate dips to 12 fps + audio crackle | | Streaming while airborne | 0.5s freeze | 0.2s freeze (faster DVD seek time) |
Cutscene models on the PSP were highly detailed, but the in-game pedestrian and protagonist meshes were stripped down. On the PS2, Vic Vance and the citizens of Vice City sport higher polygon counts, particularly in their hands, faces, and clothing wrinkles. Environmental Density Gta Vice City Stories Psp Ps2 Assets
The PSP only possessed 32MB of main RAM and 4MB of VRAM. Assets like textures and audio had to be heavily compressed. | Scenario | PSP | PS2 | |
| Asset Metric | PSP | PS2 | Winner | | :--- | :--- | :--- | :--- | | World texture detail | Low (CLUT) | Low (blown up) | PSP | | Character polygon count | 1,500 | 1,500 | Tie | | Vehicle reflection | Sprite-based | Real-time cubemap | PS2 | | Audio fidelity (speech) | 66 kbps | 128 kbps (but same source) | Tie | | Loading speed | Slow (UMD) | Moderate (DVD) | PS2 | | Visual glitches | None | Texture shimmering | PSP | Assets like textures and audio had to be heavily compressed