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SvennoJ said:

The hardware between ps3 and 360 is completely different, what are you talking about? Cell CPU, split ram is not the same as X86 CPU + unified RAM. That's very different hardware. Specs don't mean much on their own, hence tflops is a useless measurement of hardware capabilities on its own.
Architecture = Hardware. It's not software!!!

"To highlight the flaw in what you are saying it is essentially telling someone that if you leave a tap on the bathtub will eventually overflow so you need an overflow pipe installed as well as drainage"
What flaw, that's what I have been saying all along. F4 got optimized and ran better, FS2020 got optimized and didn't need 64GB of RAM anymore to run 8 hour flights. Now it stays within 20GB RAM maxed out. Dunno if Skyrim got optimized but on better hardware, 170 hours on PSVR1, not a single issue. (Apart from them not bothering to fix the door glitch, had to wiggle teleport through the door again)

We already have plenty hardware, all you need is storage to keep track of changes. I've been doing this storing of world changes since 2001 on much weaker hardware. Put your cells into dynamically balancing quad trees and you can store infinite changes as long as you don't run out of disk space. You might lose some draw distance based on how many quads you can load back into active RAM. But this problem has been solved long ago. The small save file limitation, likely a choice, is what makes it not possible in TOTK. 

So show us these so called worlds you've created on those hardware that is comparable to the games now then because you've gone round in circles only to end up admitting that it stops when you run out of disk space basically highlighting my point to begin with, the bathtub analogy to simplify it. The is a reason developers aren't doing as you say no matter what hardware comes out after all you've been using the solution since 2000 yet no one in the industry is using it on these large scale open worlds. 

No s* specs don't mean much on their own that's the whole point architecture is how the hardware is set up to function. Skyrim uses a different engine today implementing fixes modders created.