What I don't get is that I've got an Oblivion save with literally hundreds of hours, with a TON more clutter/dead bodies littered around the world, and yet even with having to cache all that data for each cell, the game never slips into an unplayable frame rate the way Skyrim does after only a few days of play.
If poorly optimized memory caching is causing this, why is Oblivion so much more stable by comparison? Maybe Bethesda should have outsourced Skyrim to the same team that did the PS3 version of Oblivion...
Simple, the issue is the gamebryo engine was never meant for use on a PS3 OS. The Xbox uses c#, the PC uses c# / C++... the PS3 however.. uses sony's own version of C. The problem being here is, by designing the game on the xbox it can be ported to the PC easily (code wise anyway) whereas the PS3 version needs chopping to peices to work with sony's restrictive code.
In this process, theyve created quite a few memory leaks as well as the caching issue we are seeing here. The game isnt clearing up after itself, a problem made worse by the sheer scale of information it is trying to keep in those save files. By not cleaning up its just eating through all the VRAM the PS3 OS will bother to assign it, which is generally a small % of your free HDD space.
Now with oblivion however, the port was done by a seperate company, a company who had programmed from scratch on the PS3, they knew how to make the code work, so instead of butchering the c# Gamebryo engine, they converted it over with a few extra drivers and ran it that way. It still had the memory leaks, but they were so small that noticing them took some significant time and effort ingame.