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Joined 1 year ago
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Cake day: July 9th, 2023

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  • Inefficient/unoptimized would be an accurate description. I think it’s important to add, for bethsoft games specifically, that the save includes all changes to objects, even if the player themselves didn’t interact with them(e.g. Physics interactions, explosions moving things, npcs bumping stuff around), and also includes all NPC changes. Master files(ESMs) get loaded, then the save loads the changes it has baked in to the databases. So, when you load up a save that has traveled the world and loaded a lot of things into save memory, the engine has to sit there and reconcile all the changes with the ESMs, which can add up quick if you’re playing modded.


  • Save bloat is more often related to excess values not being properly discarded by the engine, if I remember right. So it’s not that the objects themselves take up a lot of space, but the leftover data gets baked into the save and can end up multiplying if the same scripts/references/functions get called frequently.

    It was a lot worse with Skyrim’s original engine, and got better in Fallout 4 and Skyrim SE. The worst bloat happens with heavy modlists, of course, as they’re most likely to have poor data management in some mod.







  • tehevilone@lemmy.worldtoXbox@lemmy.zip*Permanently Deleted*
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    1 year ago

    I’ve got about 10 hours in, and having avoided the buzz as much as I could, I’d say 6-7/10 is pretty spot on. Nothing drastically new(surprised they got ship combat to work in the creation engine), lots of the underlying mechanics are the same, I’ve noticed some reused animations, particularly the workbenches, and finally got the stutters fixed by moving to an SSD.

    I’m more excited to see what modders put together for the game at this point, but that’s how Beth games have been since the launch of Skyrim, so not much new.