Wyrdness said:
Skyrim ran poorly on PS3 because the platform had split memory available for the whole game in general, X360 had similar specs but Skyrim and most games ran fine both platforms had the same Ram PS3 was just split. Skyrim and Fallout aren't the games you want to be arguing with as I know them well I've been modding them since release which is how I know that they're not in the same ball park. For example Skyrim doesn’t remember everything it only remembers in designated cells like towns and interiors which many aren't seamlessly connected like TOTK, they are actually separate from the overworld so the game can remember those events as they aren't part of the whole open world. This is highlighted in the fact that when modders added items to these areas they found at some point the game would crash as the is a limit an example is the Bannered Mare a popular location to put newly added npc companions where adding too many causes crashes when you try to enter it, the location cell itself is not seamlessly in the world so the crash would not happen until you enter the Tavern while in the actual overworld the game was on a range limit and global timer so things despawned like in TOTK to manage memory this isn't a hardware thing this is basic developer approach even if you have the specs of a NASA super computer this would still be a thing as eventually the game would crash without it and the player wouldn't be able to progress in that save file. Fallout is the same this is why building settlements is restricted to certain locations. F4 runs poorly on PS4 not because of the platform it's because of the terrible game engine Bethesda has stuck with for over twenty years, F4 even has problems now on PC hardware well above the PS4. A ten floor skyscraper doesn’t even compare to TOTK's three layered world which is all seamlessly connected and has way more dynamic interactions it's not even comparable. |
"Skyrim ran poorly on PS3 because the platform had split memory available for the whole game in general"
How is that not hardware holding the game back, the topic of this thread?
And how does a 10 floor skyscraper build from over 1,000 individual pieces or animated billboard build from 260 monitors with logic circuits for animation not compare to contraptions I have seen so far in TotK.
Anyway I've realized now TotK is about making temporary contraptions, not about building permanent stuff like in F4. Which to me is a minor downside, as it feels rather pointless building things that simply disappear again.
You don't need a NASA computer, just a smarter way to keep track of changes in the world. Indeed with dynamic cells and proper streaming of data assets. Automatically balancing the load based on density, reducing draw distance when too much user made stuff is around. But maybe it's a hardware constraint on how big the save file is allowed to get. You do need some place to store the data.
Dynamic interactions are a separate 'issue'. Not even Minecraft animates its whole world all the time. Stuff out of range can simply offload from memory while saving it's current state.
As for the topic, more RAM, more internal storage space, both would allow for more world persistence.







