As the redditors say: ‘Correlation does not necessarily equal causation’.
An element of the poorer performance must have come from the implementation of all of these server side assets. I only ever crash if I get near to a large number of players, through an area with a tonne of mapping (Chamberlain Hills) etc.
I can see how EAC couldve increased loading times and potentially crashing but not how it would cause more texture loss, poor performance ingame and crashing in highly populated/over mapped areas.
GTAV modders do not rival the optimisation of assets made by R* in the slightest. No LODs, clothing made using cloth simulators etc that result in 100s of thousands of verts vs the average r* clothing model which has a couple of thousand at absolute most. There are probably at least 3-400 female clothing mods alone. I personally like the fact there are serverside clothing mods but they should be cut down, especially large files with excess vertices and no LODs.
The mapping is another topic however. It just seems like such a backwards thing to do. GTAW admins have been despawning cars to help with texture loss, invisible players etc since the dawn of its creation.
Why is adding 10,000 trees to the map a good trade off for better performance? I can understand at least new neighborhoods etc provide new opportunities for RP but scattering palm trees on every street is bound to affect performance for absolutely nothing in return.