[BUG] Ash piles bloat savegames

Post » Sat May 26, 2012 9:09 pm


While I agree consider this -- a whole new engine means a whole new set of tools for Bethesda's staff to learn, in addition to engine licensing costs. There's a huge cost overhead for Bethesda to move to a new engine, which is why we see the 'Creation Engine' for Skyrim: it's easier to tack on band-aid 'upgrades' than use a new engine from scratch. Ultimately, though, the Gamebryo base is showing its age and at some time Bethesda will need to switch and foot the cost for future profitability.

However, don't forget -- as modders we've been able to do so much modding and port work from previous games precisely because the engine changes little with each new release. If Bethesda switches to an entirely new engine, depending on its license requirements, modding may be much more limited with the new engine or not be possible at all. Two-edged sword eh?


I know. But this is a case where we are going to need to decide whether to move with the times, or if the times will move us. All good things must come to an end, and eventually we are all going to need to learn a new engine to keep this series going. It's not pretty, but its the only way forward.

One place that Bethesda could start looking is CryEngine: open-world, pushing the graphics envelope, and easily moddable. If Bethesda can take a few leaves out of CryTek's book and create a similar engine with the flexibility they need, that might be enough to insure TES VI is just as impressive visually as TES IV was back in 2006. As for the cost... I think Skyrim will take care of that on its own.

And now, back to our original topic.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Sat May 26, 2012 4:26 pm

After killing all enemies within both Ustengrav and Morvarth's Lair, it still does not show "Cleared" on the Game Map. Does this have something to do with the ash piles?
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat May 26, 2012 6:13 pm

How can I compile that script with TESsnip?
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Sat May 26, 2012 11:37 pm

One of the delays is going to be due to adding "Steam WorkShop" integration into the CK. I don't know why this couldn't have just been added later.

Probably because if the CK pushes out ready to rock without being infected or depend on anything except simply having the game, just like TESCS, by the time they "integrate" workshop most folks will already consider it a useless piece of crap since well established MOD sites will be absolutely bursting with huge variety of quality stuff ready go.

As far as ash piles my 1st assumption when I raised a helper and they turned to ash matches others thinking, otherwise you could just repeatedly bring it right back for ever. The cleanup script should definitely do the trick and there is very, very likely to be a ton of that type of thing for entities all over the place eventually so it helps clean out "who knows" how much junk it piles on the engine over time.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Sat May 26, 2012 9:34 pm

I've noticed that "Ghostly Remains" also persist indefinitely. This is really bad if you use the Spectral Assassin a lot, since every time he dies his "corpse" will persist. Not to mention any quests that have you defeating a lot of ghosts, anomolies, wraiths etc.
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat May 26, 2012 6:39 pm

these problems were present in earlier bethesda games, but i wonder if it realy is a problem. yes, every ash pile is a reference with coordinates. so what? yes it is a bug in the garbage collection, but do 10000 ashpiles realy matter? it increases your savegame size but i doubt you would be able to destroy a character with this. you could also try to remove the ash piles manualy with wrye bash or something. if i would take a gues an ashpile with cell-id, coordinates and loot would be a few bytes. lets say 10000 ashpiles are 3mb savedata (which are never loaded simultanously). how fast can a modern pc/console take for calculating this data? just saying, because a lot of people fear for their characters when blasting enemies to dust. anyway, a fix would be nice ;)

ps: sorry for bad english
User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Sun May 27, 2012 1:39 am

these problems were present in earlier bethesda games, but i wonder if it realy is a problem. yes, every ash pile is a reference with coordinates. so what? yes it is a bug in the garbage collection, but do 10000 ashpiles realy matter? it increases your savegame size but i doubt you would be able to destroy a character with this. you could also try to remove the ash piles manualy with wrye bash or something. if i would take a gues an ashpile with cell-id, coordinates and loot would be a few bytes. lets say 10000 ashpiles are 3mb savedata (which are never loaded simultanously). how fast can a modern pc/console take for calculating this data? just saying, because a lot of people fear for their characters when blasting enemies to dust. anyway, a fix would be nice ;)

ps: sorry for bad english

Yes, it does matter. More bloat records in your save means higher risk of corruption. Also, the lag issues on the consoles seem to depend on the size of the saves.

Fixing this problem would help to reduce the save filesizes on consoles, which could help with the lag issues.

There are plenty more items that bloat the save up, too. Fired arrows do not get cleaned up, equipment dropped by guard NPCs does not get cleaned up, and Ice Wraith ice piles and ghostly remains do not get cleaned up, either.

There is a lot of stuff this game should be cleaning up but is not. This results in huge amounts of bloat over long periods of play (some people have saves as big as 20Mb!). Mine are now at 12Mb and continuing to climb.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Sat May 26, 2012 11:35 pm

One place that Bethesda could start looking is CryEngine: open-world, pushing the graphics envelope, and easily moddable. If Bethesda can take a few leaves out of CryTek's book and create a similar engine with the flexibility they need, that might be enough to insure TES VI is just as impressive visually as TES IV was back in 2006. As for the cost... I think Skyrim will take care of that on its own.

CyrEngine does NOT have the AI capability like the Creation Engine. There has to be a give someplace people... to get a vast WORLD such as Skyrim to interact with everything, tract quests, items, dropped things, NPC interacting/doing things/etc... that would NOT be possible in CryEngine. The CryEngine is a beautiful engine, but it's a game engine based on scripting, not on "free will". Creation Engine does have scripting as well, but a majority of things are going on while you're out and about exploring.

I also recall plenty of invisible walls or restrictions in Crysis and Crysis 2 where it'd kill you if you stayed in a "inaccessible" area. So, it's not all hokers and sunshine either.

For what it does, the Creation Engine is very remarkable, though I do think they need to rewrite the engine from the ground up. Some of these carry-over bugs are truly disturbing.
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sun May 27, 2012 1:03 am

CyrEngine does NOT have the AI capability like the Creation Engine. There has to be a give someplace people... to get a vast WORLD such as Skyrim to interact with everything, tract quests, items, dropped things, NPC interacting/doing things/etc... that would NOT be possible in CryEngine. The CryEngine is a beautiful engine, but it's a game engine based on scripting, not on "free will". Creation Engine does have scripting as well, but a majority of things are going on while you're out and about exploring.

I also recall plenty of invisible walls or restrictions in Crysis and Crysis 2 where it'd kill you if you stayed in a "inaccessible" area. So, it's not all hokers and sunshine either.

For what it does, the Creation Engine is very remarkable, though I do think they need to rewrite the engine from the ground up. Some of these carry-over bugs are truly disturbing.

I just said use CryEngine as a starting point. They only need to replace the render, really. Creation Engine's Gamebryo-based render is very dated at this point and will not survive the next console generation.

If, in our dreams, Bethesda were to get a renderer similar to CryEngine (the rest of their engine can stay as-is), I think we will be pretty well set visual-wise. That's all.
User avatar
Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Sat May 26, 2012 3:35 pm

The ash likes are annoyances and I can say they are in my world and they do not disappear. Now weapons and arrows enemies leave are staying in random places. Also when the weapons drop and stay where ever they tend to randomly float in the air. I hope Bethesda resolves these issues, I would hate a corrupt file because they have yet to fix a problem that has dated back to '08 with Fallout 3.
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat May 26, 2012 4:36 pm

has anyone tried this:

http://www.gamesas.com/index.php?/topic/1309945-relzskyrim-respawn-and-deadbody-timersrelz/

qwert
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Sun May 27, 2012 12:05 am

I just said use CryEngine as a starting point. They only need to replace the render, really. Creation Engine's Gamebryo-based render is very dated at this point and will not survive the next console generation.

If, in our dreams, Bethesda were to get a renderer similar to CryEngine (the rest of their engine can stay as-is), I think we will be pretty well set visual-wise. That's all.
The rendering engine isn't what's keeping track of the coordinate data for all the ash piles etc. It's only rendering what it's being told to render. The problem of not cleaning up stuff is going to be in a different segment of the code. So chances are, yes, this is in fact a bug of Bethesda's own making that they either don't have the skill to fix, or are just plain lazy and don't care. Either condition should be seen as alarming.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat May 26, 2012 4:07 pm

Involves cheese, arrows, knees and uhh sweetrolls.

Yea, its actually that simple. And, you forgot 'Moon Sugar'.

Corpses clean up no problem, unless they are supposed to be there (Desecrated Corpses, for example); so one would think a logical designer would apply the exact same flag to ash piles.
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Sat May 26, 2012 8:18 pm

Ash piles also self replicate.

I killed 3 guards in Markarth on the stares looking down to the prison. As you say, I noticed they never disappeared and finally got sick of looking at them every time I went by.

So I opened the console, and ended up disabling over a dozen freaking ash piles stacked on top of each other in 2 separate piles! Not an exaggeration in the slightest. You could see each one disappear as they went. :blink:
User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sun May 27, 2012 1:21 am

*SNIP*

Thank you Thomas. I enjoyed reading this post very much. Also looking through some of the entries in the game and seeing references to VATS and other Fallout 3 related stuff, I'm wondering if it's not a bit of an insult to our intelligence when Todd said they wrote this new engine "from the ground up".

I've been contributing to this thread on the same/related subject, BTW: http://www.gamesas.com/index.php?/topic/1307522-save-game-bloating-also-a-problem-on-pc/. I'm glad a clear, concise topic has been started about ash piles, but I'll mirror my concerns here that I did there, and hopefully someone can tell me if I'm worried for nothing.

...and you all seem pretty certain it's the arrows and ash-ice-etc. piles causing this. Along with the nirnroot rings too. Oh, and dropped weapons as well. But aren't any of you worried that these are merely the symptoms of the problem which we can see, and that there's a larger problem at hand, perhaps with other things causing bloat which we can't see so easily?
User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Sat May 26, 2012 11:33 pm

has anyone tried this:

http://www.gamesas.com/index.php?/topic/1309945-relzskyrim-respawn-and-deadbody-timersrelz/

qwert

this a mod that removes dead bodies and what not might be worthwhile to look into it.
qwert
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sun May 27, 2012 12:31 am

They're not using a new game engine, end of story. "Creation Engine" is just a new name for marketing.

That's all Elder Scrolls is anymore. Marketing.
User avatar
Abel Vazquez
 
Posts: 3334
Joined: Tue Aug 14, 2007 12:25 am

Post » Sat May 26, 2012 11:06 pm

Should my saves be getting larger everytime or fluctuating in size?

I've only got the saves for my latest character and he is somewhere 7 to 10 hours in I would guess but the save sizes go up and down not continuosly up, current is 3770kb largest was 3899kb seven saves earlier.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Sat May 26, 2012 11:07 pm

They go down from time to time, but its kinda like watching the stock market as far as saves go, except the end result is always the same. In the end, there is always a steady trend upwards. Give the game a couple days, then check your save sizes, I guarantee they will have mushroomed.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Sat May 26, 2012 10:06 pm

Ice Piles, Ash Piles, and Ghostly Remains have RNAM - Radio Station subrecord data http://i.imgur.com/XmqLJ.png unless the six forms, 10B3D, 107CA, 11ABC, 11185, 11CFC, and 1171F are all hardcoded forms and RNAM for ACTIs has a different use.

Also, they seem to replicate as confirmed by another user. In a few cases, I've had up to six ash piles staggered with the same coordinates. Ash pile .ess bloating is not just a theory, but a confirmed anomaly...
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Sun May 27, 2012 4:03 am

And what happens when you try to open those duplicated piles? Nothing?

If yes, then I might have come across a couple duped ice piles in my game.
User avatar
CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Sat May 26, 2012 7:05 pm

And what happens when you try to open those duplicated piles? Nothing?

If yes, then I might have come across a couple duped ice piles in my game.
Yup. They cannot be activated/opened. I'd bet, if you ~Click and ~Disable one, there will be another in the same place, and another, and another...

Also, those dead end references do not appear to be hardcoded.

Edit: They're probably external .pex SCPT forms. I'm hoping that is the case so scripts still have FormIDs.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Previous

Return to V - Skyrim