


The list shrinks back to your weapons and armor again. At some point you wind up selling the detritus to a vendor.

More storage is obtained for the growing list. As you collect more trophies (or just stuff to sell) while wading through a dungeon, the list grows and the original storage reserved for the list is exhausted. A program gets a bit of storage to store a list (let's say your inventory). What's a memory leak? Simple explanation. The memory leaks and the ever growing hunger for more memory also have an impact on the games performance, impacts the frequency of crashes and freezes and other bugs caused by memory thrashing. What Bethesda really needs it a good lint-picker.
Gamebryo engine limits full#
If we consider that the engine used in Oblivion was a step further than Morrowind, and the engine used in Skyrim is a step further than Oblivion, and the engine that was used in Fallout 4 a step further than Skyrim, it's very clear that they are developing and improving not only on its functionality in terms of game systems, but also bringing it in line with modern hardware and software requirements.Īnd remember, the internet is full of idiots that make clickbait "check out this glitch" videos who like to call attention to what are usually uncommon bugs as if it was a systemic problem. It is creating a situation where they are able to bring an older game up to use a more recent version of the engine while getting feedback about how it performs in a wide variety of systems, while also funding the project through new sales. Skyrim SE was a half-step towards getting there. When Ron Howard talks about how "the technology just isn't there yet" in regards to a TES: VI, he's talking about the engine not being able to do what they want to do yet.
Gamebryo engine limits update#
They are able to code and update the engine however they want. Meanwhile in FO4 you have caravans and settlers who actually move through the map on their routes instead of just randomly blinking into existence.īethesda owns the engine. It's not a problem for most games since they have a very static world or just respawn whatever is supposed to appear somewhere. Neither Unity or Unreal allow for background simulation without actively loading areas, which is why the NPC behavior in these games is usually VERY limited. The reality is that there really aren't any engines around which can handle the scale of a world that you have with Skyrim or similar games, meanwhile no matter what engine they do use, there will be problems simply because you're trying to do so much. Take a look around at other 'openworld' games, most these games also have rather severe performance issues, collision bugs, pathing bugs, ai bugs. Changing the engine doesn't mean that these will be solved, we will just have a different bunch. To be as basic as I can about this old and exhausted topic:Īll engines have bugs and limitations.
