reLCS PS3 changelog
v1.4alpha · Nov 9, 2026
GTA Liberty City Stories can now be finished at 100% on a real PS3: every mission and side activity, 100% in the game's stats.
Performance
In the tests the busiest streets of Portland stay at or near 60 fps.
-Faster collision: every building keeps its collision box in the world, so the lines the game casts (cars on rails, the camera, lines of sight) skip the buildings they can't touch. The big collision models have a grid of their triangles, so a car only looks at the triangles near it (about 3,000 boxes a frame instead of 28,000). Collision went from about 2.5 ms a frame to 1.5, and the cars on rails from 0.8 ms to 0.2–0.4. Same results as before (USRDIR/nocolgrid.txt turns it off).
-Lines of sight and vertical lines only test the triangles their box touches.
-The sound service runs on its own thread while the scene is drawn (USRDIR/noaudiothread.txt turns it off), and the radio's MP3 files are opened on the stream thread (they stalled the frame).
-The peds' bones are worked out on an SPU (USRDIR/nospuanim.txt turns it off).
-A lighter renderer: opaque buildings sorted by texture, sampler registers and shader constants written only when they change, lean flushes, and off-screen LODs culled by their sphere.
-No pause when crossing to another island.
Fixes
-The windows that came and went (glass2_64): depending on the weather, some windows vanished or showed the empty inside of the building.
-Saves with bikes: the LoadVehiclePool / SaveVehiclePool asserts are gone.
-MP3 player: picks up where it was, starts on a random song, doesn't restart while you tune the radio, and doesn't play the save's songs every time.
-Blips: the script's colours and LCS's colours for peds and places; The Sicilian Gambit's wise guy keeps his blip; a blip a mission left in the save goes away.
-The rampages show up on the map again.
-Interiors: the locked camera no longer spins, the camera on foot works as the free one, script cameras get the 4:3 view, Ammu-Nation's camera no longer clips and its display guns stay loaded, and Toshiko's flat shows in her cutscenes.
-The subway seen from its platforms, LODs paired by place, graffiti drawn after their walls, LODs pushed behind the detailed buildings.
-The ferry removed from the car spawner; full health and armour mean the max.
Experimental (off by default)
-'USRDIR/rsplitthread.txt': the buildings are recorded by a second thread into command buffers the RSX calls. Stable in the tests, but some buildings show LOD pop-in the first time you approach them, and it isn't faster yet (the PPU's two hardware threads share one core). Normal play doesn't need it: every fix and speed-up above works without it.
Known issues
Some LOD buildings can still pop in at a distance.
Thin dark lines flicker on some buildings as the camera moves.
If the game crashes or freezes, create an empty 'USRDIR/logson.txt' and send the log with your report. Only tested on real consoles, not on RPCS3.
v1.3-alpha · Nov 6, 2026
reLCS PS3 1.3-alpha
