![]() ![]() They got it after months, but the problem is that at least some of Dawnguard (and all of Hearthfire) lives inside the Skyrim continent's dataset, meaning that everything they did to squeeze Skyrim's save and world data into the 256MB of the PS3 was only the start when it came to Dawnguard and Hearthfire. So they worked and worked on patching the PS3 version to improve efficiency so that their game data fit in the 256MB they had. Yes, the PS3 has this particular limitation that the 360 did not, but it was a known limitation. They fucked this up and should have gotten this fixed before release and/or derailed their hype train to delay the PS3 version until their game worked in the way it was intended to be played. Now's around the time that, having explained this before, I know I have to say that I'm not making excuses for Bethesda. ![]() On 360, it worked out, at least partially because the 512MB of RAM in the 360 can be used for either game data or textures on PS3, it's the same amount of RAM, but there's a hard division down the middle: 256MB for the game, and 256MB for textures. ![]() (Microsoft/Sony almost certainly did none of this, either.) They got the game running and shipped it back on 11/11/11, but it seems like all of their testing they did was on chunks of the game, and at no point did any testing for PS3 get done on a really long 60-80+ hour game. For anyone who was wondering why this shit happened in the first place, it's because the PS3 has an architecture that Bethesda was un-ready to deal with.
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