The comparison to Just Cause 2 is a tad disproportionate. JC2 may be larger overall, but it has a much more simple structure: little to no civilian AI, no interior cells, no persistent NPCs, etc. You'd be surprised how much that sort of thing can affect the performance of a game. When people say that it should get a pass because it's big, they usually aren't just referring to the size of the landmass, they're referring to the number of variables. The sheer number of scripts needed to run the number of things Skyrim does makes almost everything in the game interconnected. A glitch that caused inadvertantly killing an NPC result to result in failing an entirely unrelated quest might not show up in 75% of cases during testing, and that's only counting the people who came across the circumstances in the first place. And even if you fixed that glitch, the game might just shift the blame onto a different NPC without telling you. We might eventually be able to have a glitch-free Bethesda game, but it would probably take at least two years of nonstop testing.Trishbot said:http://www.eurogamer.net/articles/digitalfoundry-vs-ps3-skyrim-lag
"Game of the Year" nominee, and it is unplayable to millions after a certain amount of playtime.
How can Bethesda get away with it? Yes, the foundation of the game is good... but that's only HALF the point of making a good game. The other half? Making sure the game WORKS. In fact, making a game that doesn't fall to pieces should probably take priority over talking dogs and detailed leather loincloths.
"But it's a Bethesda game. We should expect it."
Just Cause 2 is VASTLY bigger than Skyrim... I don't recall there being anywhere NEAR the same number of bugs and glitches, let along game-destroying lag.
http://unrealitymag.com/wp-content/uploads/2010/05/large-video-game-worlds2.jpg
Seriously, how come NO JOURNALIST brought this up? (EDIT: Journalists are starting to bring it up) Why aren't we beating down the doors and demanding a product that, you know, WORKS as intended?
If you got the PS3 version, demand a full refund. You're owed it. And, no, you should not have to expect patches after launch to fix a faulty product from breaking and crashing and freezing because the devs were too scared to delay the game and fix it when it obviously NEEDED to be done. But, whatever, they got their $60, right?
When the problem is not enough RAM so the game lags, the reason it lags is because the game actually has to load from a hard drive or a disc something that should be on the RAM (like the save file for this engine). RAM is hundreads or thousands times faster than a hard drive. If you have to access it every time the player makes an action, there's got to be a lot of wait time. You also have to keep the file organised so that you don't have to parse all the data every time you have to save or load something.Kalezian said:Thinking about this a bit more now, wouldn't it be possible for the game to create a list of locations an object would need to be, such as companions for example, and only pull that reference once the player enters the same area? I'm not entirely sure, but isn't that how Oblivion worked?
Because herp derp Skyrim dragons GotY.Irridium said:It's the same as the Gamebryo engine being based off the NetImmerse engine, the engine Morrowind uses.80Maxwell08 said:I heard the Creation engine Bethesda made for Skyrim was heavily based off Gamebryo but I'm unsure how true that is.JC175 said:Hang on, doesn't Skyrim use the Creation engine, not Gamebryo? I'm sure they share a similar base, but still.
So basically, it's as much of a difference from the Gamebryo engine as the Gamebryo engine is a difference from the NetImmerse engine. Personally, I see it all as iterations of a core engine. A core engine that seems to be broken, by the looks of it. And yet they're still selling it.
If anyone else sold a broken product like this, the backlash would be insane. Not sure why or how Bethesda gets away with it so easily.
Funny you should say that. Did you know for all of Nintendo's big releases, they try and dedicate around one year JUST to bug-hunting and glitch-finding? One whole year for every Zelda game is dedicated to finding these problems and ironing them out, one whole year with Mario games testing it for problems, one whole year making sure their top games meet their high standards of quality.Hal10k said:We might eventually be able to have a glitch-free Bethesda game, but it would probably take at least two years of nonstop testing.
I'm not saying that the glitches should be ignored. I'm just saying that they're a necessary evil for what the games are.
Same in functionality, but rendering is WAAY different.80Maxwell08 said:I heard the Creation engine Bethesda made for Skyrim was heavily based off Gamebryo but I'm unsure how true that is.JC175 said:Hang on, doesn't Skyrim use the Creation engine, not Gamebryo? I'm sure they share a similar base, but still.
Of course it is fixable. If I had the source code I could just rip a couple chunks out and be done in about 10 minutes. But what is causing this problem is the fact that the world goes on without you, and changes you make to the world stay. Without that, it would be a very different game.draythefingerless said:Nothing a good garbage handler cant fix. This guy overly exagerates. files are files. files can be edited. files can be deleted. dont care what the engine does with it. this is fixable.
So, take the time and make the commitment. Do Bethesda not know how much good will they would garner if they took the time to build a new engine from scratch? How much hate they wont get once they figure out how to make a game run smoothly?Grey Carter said:The problem is endemic to the Gamebryo engine and seems to have been passed down to the Creation engine that powers Skyrim. It's not going away any time soon. " It's not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int," Sawyer responded to one question. "We're talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment."
Say a zelda game is 10 hours long, and it takes them a year to debug it. If my math is correct, which I am almost positive it isn't, skyrim is 300 hours long, and would take 30 years to debug by nintendo standards.Trishbot said:Funny you should say that. Did you know for all of Nintendo's big releases, they try and dedicate around one year JUST to bug-hunting and glitch-finding? One whole year for every Zelda game is dedicated to finding these problems and ironing them out, one whole year with Mario games testing it for problems, one whole year making sure their top games meet their high standards of quality.Hal10k said:We might eventually be able to have a glitch-free Bethesda game, but it would probably take at least two years of nonstop testing.
I'm not saying that the glitches should be ignored. I'm just saying that they're a necessary evil for what the games are.
... So maybe Bethesda SHOULD do what you said, or at the very least consider a whole year, maybe not two, but at least 1 year of bug hunting.
Do you know how long it would take? It would put some sort of perspective on such a "simple" request.008Zulu said:So, take the time and make the commitment. Do Bethesda not know how much good will they would garner if they took the time to build a new engine from scratch? How much hate they wont get once they figure out how to make a game run smoothly?Grey Carter said:The problem is endemic to the Gamebryo engine and seems to have been passed down to the Creation engine that powers Skyrim. It's not going away any time soon. " It's not like someone wrote a function and put a decimal point in the wrong place or declared something as a float when it should have been an int," Sawyer responded to one question. "We're talking about how the engine fundamentally saves off and references data at run time. Restructuring how that works would require a large time commitment."
Never said it would be easy or quick. But imagine just how much better Oblivion, Fallout 3, Fallout New Vegas and Skyrim would have been had they taken the time to build an engine rather than using one they knew was faulty.weirdguy said:Do you know how long it would take? It would put some sort of perspective on such a "simple" request.
There's a reason why there's profit in licensing engines out to other companies...and it's not "new engines are easy to make from scratch."
I'm imagining that people would not have waited the extra year or two for them to come out before other games took the spotlight away from them.008Zulu said:Never said it would be easy or quick. But imagine just how much better Oblivion, Fallout 3, Fallout New Vegas and Skyrim would have been had they taken the time to build an engine rather than using one they knew was faulty.weirdguy said:Do you know how long it would take? It would put some sort of perspective on such a "simple" request.
There's a reason why there's profit in licensing engines out to other companies...and it's not "new engines are easy to make from scratch."