New Vegas developer comments on PS3 lag issues

Post » Fri May 18, 2012 2:42 am

I had posted this in the memory leak thread, but I figured it might deserve its own thread. As I'm sure many of you know, Fallout 3 and New Vegas had the same lag/frame rate issues as Skyrim. The lead developer for New Vegas has made some interesting comments on http://www.formspring.me/JESawyer regarding the problem on that game, which are likely the same issues we are having with Skyrim:

Question from one of lesser knowledge... Is there a save game size that you would call "normal" for F:NV? Mine is 14mb, and i'm having intense lag in multiple sections of the Mojave/ all DLC lands. Just curious if that is/could be an issue!

That can easily be a big problem, especially if you're on the PS3. The longer you play a character, the more bit differences on objects (characters, pencils on tables, containers, etc.) get saved off and carried around in memory. I think we've seen save games that are pushing 19 megs, which can be really crippling in some areas.

If it's an issue why hasn't it been resolved.The pace at whivh game sellers basically dish an alpha or beta game to the marketplace is sickening. New V stopped being "beta" in mid-2011. I know as a dev my workplace wasn't AAA dishing but we had integrity.

Since you're a developer, you should understand the implication of what I wrote. It's an engine-level issue with how the save game data is stored off as bit flag differences compared to the placed instances in the main .esm + DLC .esms. As the game modifies any placed instance of an object, those changes are stored off into what is essentially another .esm. When you load the save game, you're loading all of those differences into resident memory.

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. 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. Obsidian also only had that engine for a total of 18 months prior to F:NV being released, which is a relatively short time to understand all of the details of how the technology works.


Hey Josh, different user, but same kind of 'lesser knowledge' bloke. What's a bit difference and how does it determine a save file?

http://en.wikipedia.org/wiki/Bit_field

It's a compact way to store data. The bit differences in this case are just flags set up to mark what data has changed (i.e., are different) from what's in the core .esm.

Let's say that I, as a designer, set up a creature in an area. I set all of the character's statistics and gear and save it in the master FalloutNV.esm file that gets loaded into the game. You, the player, run through the area and shoot that dude. You loot him of his gear and put a shovel in his inventory because you are wacky.

The game needs a way to mark that his a) position B) health c) inventory d) some other stuff has changed on him. It does that by marking what fields have changed (by setting individual bits) and then indexing the individual (changed) values for reference later.

When you load the save game, it loads up all of the bit fields marking changes in your save game. When the individual objects load, it applies the indexed changes to those objects. That way, when you come back to the area you left two nights ago, the character is still sprawled out where you left him, naked, with a shovel in his inventory.

Individual bits of data are tiny, but there are thousands upon thousands of objects in F:NV, each one containing numerous data fields that could potentially be changed in your save game. Over time, it adds up.


Is the inflating save file just an issue for the PS3 (I've seen lots of lag/crash complaints from PS3 users) or does it happen on all platforms? I'm just wondering if other platforms handle it better than the PS3.

As with Fallout 3 and Skyrim, the problems are most pronounced on the PS3 because the PS3 has a divided memory pool.


(Same fellow you just answered) So....basically, every time I manipulate an object, it fluctuates the save file up or down? I've noticed files can get rather huge, is there no way this could have been greatly diminished in a game as big as New Vegas?

It almost always goes up. Some areas will reset contents after three (game) days, but a lot of stuff lingers. Additionally, we also have to deal with "persistent references". These are objects that are immediately loaded with the game because we need to be able to reference them anywhere/everywhere in the world -- even if the player is nowhere near the object. Characters are the most common example. All of the companions need to be able to move around the world even when they are not in your current area, so they are all persistent references.

All object data (excluding art assets like .nifs and audio assets [VO]) for persistent references is loaded at all times, so that's more-or-less a permanent chunk of resident memory. The number of persistent references invariably goes up with each DLC, so as the number of DLCs increases, the system has less and less memory available. Of course, the player's save game file only gets bigger and bigger, since he or she is going through more or more areas manipulating an increasingly large number of objects.

This is why some of our later patches actually removed content from the core game (e.g. Primm). Even though we had balanced the memory footprint for the core game, DLC content was pushing down the available resources.


"divided memory pool"?

The Xbox 360 has a unified memory pool: 512 megs of RAM usable as system memory or graphics memory. The PS3 has a divided memory pool: 256 megs for system, 256 for graphics. It's the same total amount of memory, but not as flexible for a developer to make use of.

But why did the patch remove content from the PC? Most PCs nowadays have 2-4GB of RAM, plus 500MB-1GB of GPU memory. So I doubt the DLCs negatively impacted most PCs to justify content removal...

If we had generated .esms per-platform, that would have been a crazy nightmare for a lot of reasons. A slightly less risky approach could have been to script the removal of assets using the IsPC/IsXbox/IsPS3 functions, but that also introduces its own host of potential problems, especially if objects are attempting to reference something as the script removes it.

We ran into a small but non-trivial number of crashes in F:NV involving persistent references attempting to interact with an object as the player transitions out of his or her current area. E.g. Chief Hanlon attempts to sit in a chair. The player leaves the area, the chair Hanlon wants to sit in is unloaded, and the game crashes.

Hypothetically, if I were to play through FNV without opening any non-necessary containers (e.g. never opening an ammo case) or touching any non-necessary objects (e.g. never moving a pencil) would the game be more stable?

By some margin, yes, but randomized loot I believe is generated on the area's first load, which also applies to the equipment in many characters' (e.g. Fiends') inventories.
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Mistress trades Melissa
 
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Post » Fri May 18, 2012 2:26 am

Interesting read, if a little too techy for my level of understanding.

But what I got from this is that:
1. This is just how the engine works. It's highly unlikely to be changed
2. Because of the shared memory pool on the PS3, this platform suffers the most. No way around it. Deal with it, or get the game on another platform

Correct?
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Latisha Fry
 
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Post » Thu May 17, 2012 11:20 am

Interesting read, if a little too techy for my level of understanding.

But what I got from this is that:
1. This is just how the engine works. It's highly unlikely to be changed
2. Because of the shared memory pool on the PS3, this platform suffers the most. No way around it. Deal with it, or get the game on another platform

Correct?
That about sums it up. Any "patches" will probably just be more object clean up and the like to cut back on the save file bloat. Eventually it will still happen. Also any future DLC will make the problem worse.
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Catherine N
 
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Post » Thu May 17, 2012 5:56 pm

Yet they still released it on ps3 when they knew this would be an issue????
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Oceavision
 
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Post » Thu May 17, 2012 4:34 pm

what i take from this is they refused to port skyrim properly is that a fair assumption i'm not realy a techy but is that anywere near close
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Laura Shipley
 
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Post » Thu May 17, 2012 4:11 pm

Translation, this is a pc/Xbox exclusive game even though it's not. lol. $80 down the drain.
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Angela
 
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Post » Thu May 17, 2012 4:45 pm

Thanks - best explanation so far, of course .... fits the kind of thing people were seeing int the memory thread.
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Czar Kahchi
 
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Post » Thu May 17, 2012 10:18 pm

This is going to go two ways:

1) They enhance the already current fix in the latest patch so that the problem never occurs to the degree that gives us the drop in framerate...
2) They rewrite parts of the engine, how it saves and how it accesses this along with rewriting which memory pool it uses...

My guess is 1) but whether that will eradicate it completley who knows...they need to or selling more games on the PS3 might be a tad harder in the future...
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~Amy~
 
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Post » Thu May 17, 2012 1:54 pm

Well than i call for a full refund than, if they cant fix the problem and want to do the blame game i want my money back. It just shows their not as talented as they seem to be if they cant do a proper port for the ps3. Maybe they should ask Rockstar for some help at-least they know how to make the ps3 version not have such crappy frame-rate issues in their games.
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Genevieve
 
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Post » Thu May 17, 2012 11:12 am

Translation, this is a pc/Xbox exclusive game even though it's not. lol. $80 down the drain.

Sounds about right. There could at least have been a warning label on the PS3 version's box saying "Caution: Probably wont work after a while".

Most expensive beer mat I've ever bought :(
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Motionsharp
 
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Post » Thu May 17, 2012 5:55 pm

it really seems like Bethesda is playing off of the theories circulating around the net that this is just a memory leak, trying to give people false reassurances that this game can be fixed with a patch.
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Marquis deVille
 
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Post » Thu May 17, 2012 7:02 pm

So that's it then. Basically it's a developer who admits that Bethesda are incompetent and only released the PS3 version to make more money, even though the PS3 version should have never been made.
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Romy Welsch
 
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Post » Fri May 18, 2012 2:51 am

Well than i call for a full refund than, if they cant fix the problem and want to do the blame game i want my money back.

I agree.

I currently can't play my game. 99 hours in, and it now wont load (or very rarely after about an hour will....lags like hell, then I fast travel, then that doesn't load either! lol)

I could start all over again, but why should I?...and in any event, it's highly likely that the same issues are going to rear their ugly heads anyway.

The product is faulty, and if there is no fix, then Bethesda are accountable. No amount of excuses are going to cover that, because they're still charging us £40+ to (not) play it.
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Ross Thomas
 
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Post » Thu May 17, 2012 8:24 pm

Yet they still released it on ps3 when they knew this would be an issue????

It purely comes down to business. Bethesda couldn't be seen as being platform biased toward xbox/PC, a game like Skyrim is just to high profile not to be released multi-platform, too much money is at stake.
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Project
 
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Post » Fri May 18, 2012 1:41 am

this is sad news indeed
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Adam Porter
 
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Post » Thu May 17, 2012 5:46 pm

it really seems like Bethesda is playing off of the theories circulating around the net that this is just a memory leak, trying to give people false reassurances that this game can be fixed with a patch.
they may be playing off tha because it may be right the people commenting on that theory realy investigated into it they convinced me look for the thread memory leaks confirmed
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Dan Stevens
 
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Post » Thu May 17, 2012 1:55 pm

I tried to look it up but didn't they say the ps3 version was getting a lot of attention and was supposed to be as good as the xbox version? So isn't that false advertisemant?
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Naomi Lastname
 
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Post » Thu May 17, 2012 4:58 pm

I hope it's just a memory leak that can be easily fixed in the upcoming patch.

However, I wonder what this guy from obsidian thinks about morrowind, Fallout 3, Fallout NV, Oblivion, and Skyrim. Is it possible, despite some declaring new engines, that all of those engines were based on one that was never properly fixed was never coded properly in the first place?
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ANaIs GRelot
 
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Post » Thu May 17, 2012 8:04 pm

the [censored] thiefs , i want my money back [censored]s :flamethrower:
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Ricky Meehan
 
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Post » Thu May 17, 2012 10:53 pm

Ah well $120 for a game case to make my collection look bigger, thanks Bethesda, you guys are awesome...
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Adrian Powers
 
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Post » Thu May 17, 2012 6:55 pm

I agree.

I currently can't play my game. 99 hours in, and it now wont load (or very rarely after about an hour will....lags like hell, then I fast travel, then that doesn't load either! lol)

I could start all over again, but why should I?...and in any event, it's highly likely that the same issues are going to rear their ugly heads anyway.

The product is faulty, and if there is no fix, then Bethesda are accountable. No amount of excuses are going to cover that, because they're still charging us £40+ to (not) play it.


I haven't had where i cant play it but i think I'm close to it though. I'm about 104 hours in 12mb I've never had more problems now since playing. Ps3 locked up for the first time and was when i fast traveled it froze as soon as the screen loaded.
I back up all my saves now on my thumb drive just in-case the game wont load or saves gets corrupted.

Bethesda should feel embarrassed to allow game like this to be sold with so many problems it has.
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Sophie Payne
 
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Post » Thu May 17, 2012 12:22 pm

I hope it's just a memory leak that can be easily fixed in the upcoming patch.

However, I wonder what this guy from obsidian thinks about morrowind, Fallout 3, Fallout NV, Oblivion, and Skyrim. Is it possible, despite some declaring new engines, that all of those engines were based on one that was never properly fixed was never coded properly in the first place?
Apparently only the graphics engine is new. The game engine is the same as evidenced by people finding references to VATS mode in Skyrim's code.
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Brandon Bernardi
 
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Post » Fri May 18, 2012 12:55 am

in other words bethesda are bad at making games stable and perform correctly on consoles!!
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vanuza
 
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Post » Thu May 17, 2012 6:28 pm

Apparently only the graphics engine is new. The game engine is the same as evidenced by people finding references to VATS mode in Skyrim's code.

Heh just like Fallout 3's map data showing up as Tamriel.
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phillip crookes
 
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Post » Thu May 17, 2012 12:52 pm

Apparently, the morrowind and cyrodiil maps are built into an 'invisible' path on skyrim, if that means anything!
http://www.destructoid.com/explore-morrowind-and-cyrodiil-in-skyrim-216324.phtml
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pinar
 
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