So Bethesda purposefully lied in order to get customers to buy their product? That's fraud right there. I'm fairly sure under any system of law the customer is entitled to a full refund.
Huh, interesting read, thanks for explaining that. Maybe Bethesda should issue a statement that, as a (hopefully) temporary solution, make sure not to pick up anything from chests and bags that you won't use? Would that work (and by work I mean not make it any worse), or do you have to not even open the chest?Atmos Duality said:Remember: Skyrim is the automatic Game of the Year.
Any legitimate criticism for it is henceforce discarded. Just because...uh, the hype-train says so.
...I kid, I kid!
My usual sarcasm aside, this is...actually understandable. I did do a bit of Morrowind mod work back in the day, and as I understand, the underlying save-file architecture is still mostly the same for Oblivion, Fallout 3, and (allegedly*) Skyrim.
Based on what I know from my experience with Oblivion and Morrowind:
The positioning data for each and every object in the game will have to be saved if it's moved out of the default position. Otherwise, this opens the door for a whole slew of problems including:
1) Item loss (things you stole/found/kept teleporting back to their original position)
2) Duplication abuse (reselling things by exiting the game and reloading)
And there are THOUSANDS of objects in the game, all requiring an equilibrium level to start from (before the physics engine takes over). A simple vector based checksum limits the file size from getting too large (if an object is moved out of its original/on-disc-coded position, then its new position gets saved to the character's file. otherwise, it gets ignored), and is checked every time the player enters a new region or indoor zone.
But it gets worse. Random loot occupies placeholders, and isn't actually generated until the player interacts with its container.
So for randomly generated loot, each item will need its own item coding, since it had no specific default position in the coordinate place.
(that silver sword you found in a chest at the end of a cave could have been generated variably elsewhere, and actually isn't acted upon by the physics engine until it's placed or dropped; compared to the steel dagger you find on the captain's desk, which is static for every game).
Now factor in the number of items a player is likely to interact with (even if it's just hauling it all to the shops for cash) over the course of the game, and you can see how quickly that save file will grow.
Save files like that need to anticipate sizes beyond the range of APIs alone.
PCs could use virtual memory ("page-files") from the hard drive to account for this, which is how one could actually run Morrowind on comparatively little RAM back in the day (the save file size is similarly massive; remember, this isn't graphical data, *just positioning data*. The scale of each game is about the same, with the potential for nearly infinite amounts of generated loot).
Due to my lack of experience with the 360's architecture, I'm unsure if the 360 does something similar, though based on the article, I must assume it does since it doesn't have enough RAM to move a raw file size that big either.
So in a fit of comedy, the limitations of the ancient Gamebryo Engine have finally choked the highly-touted Cell-based architecture of the PS3.
*(I thought Bethesda said Skyrim's engine was going to be brand new and from id Software? What did I miss?)
For the 360 all the architectural difference means is that the increase in available system RAM just allows the filesize of the savefile esm can be much greater before it has a deleterious effect on framerate. You can still do it but just have to work harder for it.Atmos Duality said:Remember: Skyrim is the automatic Game of the Year.
Any legitimate criticism for it is henceforce discarded. Just because...uh, the hype-train says so.
...I kid, I kid!
My usual sarcasm aside, this is...actually understandable. I did do a bit of Morrowind mod work back in the day, and as I understand, the underlying save-file architecture is still mostly the same for Oblivion, Fallout 3, and (allegedly*) Skyrim.
Based on what I know from my experience with Oblivion and Morrowind:
The positioning data for each and every object in the game will have to be saved if it's moved out of the default position. Otherwise, this opens the door for a whole slew of problems including:
1) Item loss (things you stole/found/kept teleporting back to their original position)
2) Duplication abuse (reselling things by exiting the game and reloading)
And there are THOUSANDS of objects in the game, all requiring an equilibrium level to start from (before the physics engine takes over). A simple vector based checksum limits the file size from getting too large (if an object is moved out of its original/on-disc-coded position, then its new position gets saved to the character's file. otherwise, it gets ignored), and is checked every time the player enters a new region or indoor zone.
But it gets worse. Random loot occupies placeholders, and isn't actually generated until the player interacts with its container.
So for randomly generated loot, each item will need its own item coding, since it had no specific default position in the coordinate place.
(that silver sword you found in a chest at the end of a cave could have been generated variably elsewhere, and actually isn't acted upon by the physics engine until it's placed or dropped; compared to the steel dagger you find on the captain's desk, which is static for every game).
Now factor in the number of items a player is likely to interact with (even if it's just hauling it all to the shops for cash) over the course of the game, and you can see how quickly that save file will grow.
Save files like that need to anticipate sizes beyond the range of APIs alone.
PCs could use virtual memory ("page-files") from the hard drive to account for this, which is how one could actually run Morrowind on comparatively little RAM back in the day (the save file size is similarly massive; remember, this isn't graphical data, *just positioning data*. The scale of each game is about the same, with the potential for nearly infinite amounts of generated loot).
Due to my lack of experience with the 360's architecture, I'm unsure if the 360 does something similar, though based on the article, I must assume it does since it doesn't have enough RAM to move a raw file size that big either.
So in a fit of comedy, the limitations of the ancient Gamebryo Engine have finally choked the highly-touted Cell-based architecture of the PS3.
*(I thought Bethesda said Skyrim's engine was going to be brand new and from id Software? What did I miss?)
SidingWithTheEnemy said:I know this news is rather shocking and I would be quite upset if I would use a PS3, but while in this state of mentally atagonizing and crippling pain and abysimal primeval hatred don't forget that there is always a search button to avoid repeating such threads.
As a proud founder of the USE THE SEARCH BAR!!! group I hereby wanted to encourage the creator of this thread to USE THE SEARCH BAR!!! next time and avoid the perpetual repetition of such threads.
Thank you for your attention, this post has been a courtesy of USE THE SEARCH BAR!!! Group.
For further information check Posting and You!
Depends on how the Skyrim's save file handles "extraneous items".GeorgW said:Huh, interesting read, thanks for explaining that. Maybe Bethesda should issue a statement that, as a (hopefully) temporary solution, make sure not to pick up anything from chests and bags that you won't use? Would that work (and by work I mean not make it any worse), or do you have to not even open the chest?
So basically, it's a bigger bucket to bail with before the ship goes under?TheGuy(wantstobe) said:For the 360 all the architectural difference means is that the increase in available system RAM just allows the filesize of the savefile esm can be much greater before it has a deleterious effect on framerate. You can still do it but just have to work harder for it.
How about selling or consuming items lying around? Wouldn't that completely fix the problem in that case, if you do it with enough items?Atmos Duality said:Depends on how the Skyrim's save file handles "extraneous items".GeorgW said:Huh, interesting read, thanks for explaining that. Maybe Bethesda should issue a statement that, as a (hopefully) temporary solution, make sure not to pick up anything from chests and bags that you won't use? Would that work (and by work I mean not make it any worse), or do you have to not even open the chest?
Assuming Morrowind/Oblivion's system:
For randomly generated items, once they have been irreparably consumed (used to create something else, consumed ala potions, or sold and removed through the vendor cycle), they are likely removed from the file since they:
1) No longer occupy a position
2) Had no default position (remember, "loot chests" contain variable items; they won't be the same each playthrough, so the game doesn't generate them until you interact with the container. Empty variable containers will just be marked as boolean "empty" in your save file)
However, static-position items (like that dagger in my example) that you interacted with or even moved will still remain in the save file, even if they no longer exist (or more specifically: Are accessible by the player). If this didn't happen, those items would pop right back to where they were before when the game loads their default zone!
Or to sum it up: Your save file is the ONLY form of reference the game has that something has changed in a zone.
So basically, it's a bigger bucket to bail with before the ship goes under?TheGuy(wantstobe) said:For the 360 all the architectural difference means is that the increase in available system RAM just allows the filesize of the savefile esm can be much greater before it has a deleterious effect on framerate. You can still do it but just have to work harder for it.
Thanks for the info.
It's not the amount of save files, it's the amount of data in the save file you're currently using. The more involved you get into a play through, the laggier it gets.Macgyvercas said:Couldn't you just, I don't know, DELETE the old save files?
Depends on where the items come from. To prevent duplicating items, static-placement items will have to remain in the save file, once interacted with.GeorgW said:How about selling or consuming items lying around? Wouldn't that completely fix the problem in that case, if you do it with enough items?
It would be very difficult to make a unifying program that does that, since your house's layout and contents can (and probably will) vary with what you place in it.I would actually like if some things would reset, I knocked a few things over in my house and it's so damn hard to put it back so it looks okay.
I prefer "Performance before Beauty".As for the 360, it has twice the possible RAM, but it takes that from the graphics if I'm not mistaken. So before it becomes ridiculously slow it will look horribly ugly. So we may not have as much time as we'd hope. And the PC will run into this problem eventually, but it will take a few hundred hours.
A friend has Oblivion on the 360 and had so much loot his main save is unplayable due to lag.TheGuy(wantstobe) said:For the 360 all the architectural difference means is that the increase in available system RAM just allows the filesize of the savefile esm can be much greater before it has a deleterious effect on framerate. You can still do it but just have to work harder for it.
If you don't interact with objects lying around, will they take up less save data?Atmos Duality said:Depends on where the items come from. To prevent duplicating items, static-placement items will have to remain in the save file, once interacted with.GeorgW said:How about selling or consuming items lying around? Wouldn't that completely fix the problem in that case, if you do it with enough items?
Everything that's generated dynamically (from random enemies, loot containers, etc) however, can be removed from the save file once permanently consumed/removed.
It would be very difficult to make a unifying program that does that, since your house's layout and contents can (and probably will) vary with what you place in it.I would actually like if some things would reset, I knocked a few things over in my house and it's so damn hard to put it back so it looks okay.
I prefer "Performance before Beauty".As for the 360, it has twice the possible RAM, but it takes that from the graphics if I'm not mistaken. So before it becomes ridiculously slow it will look horribly ugly. So we may not have as much time as we'd hope. And the PC will run into this problem eventually, but it will take a few hundred hours.
I'd wager even a "meh" gaming PC (which today, is comparable to an average desktop with a discrete VGU), will outlast the 360 by a factor of 4; just due to the potential increased RAM availability alone (even if the programming is still only at 32-bits, that's still over 3gb of RAM).