Originally Posted by TyrantII
The thing I don't get is why the persistence data isn't saved to the HDD, and just pulled into active memory when you're in X+1/2 mile of whatever it is is needed.
There's simply no reason to load EVERYTHING into RAM, even when it's 1/2 way across the map. If fast travel on consoles doubles load times, so be it.
It's a bit more complicated than that, but yeah. The problem is that they've built these games on top of one another code-wise. I'm sure they're running everything on a frankensteinian mess of new code grafted onto old code grafted onto even older code. And that older stuff all operates under a PC paradigm (and an outdated
PC paradigm at that).
They're effectively trying to fit a square peg into a round hole to get these games running on a PS3. And they're simply too big and too complicated to be able to go back and change that older stuff without spending ten years rebuilding it all from the ground up.
At this point, they're better off just waiting for PC and console architecture to merge (the 360 is most of the way there). I think they thought they'd found a "good enough" solution to the PS3's memory bottleneck, but old code structures have a way of popping their heads up eventually no matter what workaround they thought they'd found.
What makes me mad is they told everyone that they fixed the issues on consoles with their new engine. 90 hours in, no dice.
To be fair, I think they actually did
think they'd gone far enough back into the code to root out the underlying problems. Hopefully now they (and everyone else) realizes that it's a lost cause. Without a PC-like architecture for the next PS, there's no chance the next Elder Scrolls will be any different.