Digitalfoundry did a service to you PS3 skyrim owners :
http://www.eurogamer.net/articles/digitalfoundry-vs-ps3-skyrim-lag
Utterly unacceptable. I now feel bad for wagram.
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" As you can see on the 65 hour side, the effect is impossible to miss and given its severity, the outcry that has followed on forums is very much justified. These prolonged bouts of stuttering render the game almost completely unplayable, even during non-intensive walks down pathways, with some freezes lasting long enough to drag the frame-rate down to zero in places - the first time we've seen this in years of performance analysis here at Digital Foundry. Expectedly, it's business as usual for the new game save, which only suffers from a few hiccups when attempting to stream geometry or passing through areas with a high density of NPCs. These are a minor nuisance, and generally don't detract from the gameplay to anywhere near the same extent. When the 65 hour game isn't stuttering, we notice that it tends to settle on 20FPS as its baseline, with the new save holding out at around the 30FPS mark. Considering that the same environments are being rendered in each case, this strongly suggests it isn't an issue that can be solved by direct graphical tweaks. Both runthroughs are seeing the same geometry, weather effects, shadows, and presumably have the same LOD settings in play. Interestingly, walking past NPCs seems to be a more consistent instigator of these stutters when they do happen, particularly as you pass through heavily occupied places like the Whiterun market, which coincides with the larger freezes. There's a definite sense of cause and effect here which indicates that areas where a player has an extensive history of interaction, via quests events or dialogue trees, are prone to the greater pitfalls. This isn't a hard and fast rule though, as walking through incomplete dungeons or outdoors terrain can also bear down heavily on the console and make for some choppy motion - just not as badly. " |







