Wyrdness said:
Because it's not hardware that held it back it was architecture, the PS3 reserved half it's memory for its OS and other things, 360 had identical specs and Skyrim ran fine this flat out shows hardware wasn't the issue.
You mean a ten floor skyscraper built on a set cell location in an open world that has only one layer and far fewer interactions, physics etc... And still despawns things in the same way in the overworld? Not even close to TOTK for example throw a grenade in F4 you just get an explosion that affects enemies and small items, throw a bomb in TOTK and trees get knocked over spilling any content, near by grass sets on fire that spreads which itself causes other interactions like creating warm air, burning loose ingredients or items which in itself can cause reactions with items that are dropped as well as affecting enemy behaviour and equipment.
TOTK is not just tracking what you build but all of these dynamic events which is why what you ask is unrealistic in a huge seamless world, F4 is keeping track of small things in a set cells with only the building aspects being the dynamic factor and those are locked to certain cells for the same reason TOTK limits remembering what you build only TOTK you can build anywhere.
They are being smarter you're being unrealistic the is no hardware that will ever deliver what you are asking no matter the ram, cpu etc... because everything that is logged down will take up memory and resources even when the asset is not loaded. I highlighted this with what I pointed out in Skyrim, the game logging down everything you have affected just leads to a constant build up of data that the hardware will have to juggle it's like filling up a filing cabinet the more in it the longer it takes to find what you need and the is a limit. What ends up happening is that you get a game that starts out fast and gets slower over time until a limit gets hit at which point the game can't run the smart thing to do is simply allow the game to limit, forget or reset a number of things.
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That's not true. The PS3 OS takes up the same RAM as the X360 OS, around 20-50 MB in the background. However, it has a split architecture where half the total RAM was VRAM and couldn't be directly accessed by the CPU. So the PS3 had to juggle the OS and the rest of the game in 256 MB while the X360 could split graphics, game, and OS between 512 MB as needed.
It wasn't the (modest to present-day standards) savefile size that caused the lag issues, contrary to popular belief, since most of it doesn't even load at once. It's just people playing the game that eventually led to the game fetching enough data when first loading to overflow an already-filled bucket.
The real question one should ask is: why are TOTK savefiles limited to just around 3 MB when, for instance, Minecraft can create a 2 GB save file on Switch?
I'd argue that it *is* indeed because of a technical limitation, to prevent users from building complex machines and overloading the physics engine (which coincidentally is Havok, the very same used in Skyrim and Fallout 4).
If the CPU had been able to handle more complex interactions (whether or not that would've been technically possible for the Switch to have such a CPU is another matter), it's quite likely that build permanence would have been a thing in the game, at least to an extent.