What are tech. issues vis-a-vis Dawnguard and PS3

Post » Sun Nov 18, 2012 12:20 am

At risk of being directed to use the 'existing thread', I was wondering whether anyone had any ideas as to why the Dawnguard DLC should be so problematic for Bethesda. Best theory I've heard is that they've been unable to use the somewhat heavy processor vs. GPU bias of the PS3 to advantage, a problem they were able to workaround with the original game release, but which has become more difficult within the limited resource frame of DLC.

Again, I would appeal to the moderators to grant that this is a topic worthy of a new thread, leaving aside any questions of PR, customer satisfaction, exclusivity agreements and suchlike. As a tech. semi-literate I would be curious for any enlightenment... I imagine many others, PS3 owners or not, would be too.
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Marlo Stanfield
 
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Post » Sun Nov 18, 2012 7:07 am

haha you gon get moved I'm sure.

The base game was very buggy, so most likely they're using a code that was incompatible to begin with and trying to build it off of that, which is just making a buggy DLC

That and I'm sure they started later on the PS3 version than the other version. It'd be easier to make something from 360 to PC, but not as easy to set it up for PS3
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Nymph
 
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Post » Sun Nov 18, 2012 12:52 am

It maybe the console limitation. That's my best guess, however for open world game like skyrim it was just too much for the PS3.
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Undisclosed Desires
 
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Post » Sat Nov 17, 2012 6:20 pm

yeah your probably going to get moved. my theory is that it is not the ps3 itself but the creation engine or the modified gamebryo engine. if you played before patch 1.4 you would notice as the game increases save file size it lags and freezes more, other games do not do this most game saves are in kilobytes but skyrim gets over 6 megabytes easily.
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Haley Merkley
 
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Post » Sun Nov 18, 2012 4:46 am

I thought it was mainly a memory issue? Take my opinion with a grain of salt, I am pc user. :P
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Jade Barnes-Mackey
 
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Post » Sun Nov 18, 2012 2:30 am

haha you gon get moved I'm sure.

The base game was very buggy, so most likely they're using a code that was incompatible to begin with and trying to build it off of that, which is just making a buggy DLC

That and I'm sure they started later on the PS3 version than the other version. It'd be easier to make something from 360 to PC, but not as easy to set it up for PS3

Oh well... " movin' on ... I'll soon be gone "

Begs the question however, given how smoothly things ran after patch 1.4 (I believe), what has changed in the meantime? Was 1.4 at the limit of an existing bodge/fix now un-usable, or is the man-power now not available to perform a similar miracle with added content. There must either be some remaining un-adressed issue in the vanilla game... or it is an adressed issue that economics stops them from solving.
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KU Fint
 
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Post » Sun Nov 18, 2012 12:22 am

At risk of being directed to use the 'existing thread', I was wondering whether anyone had any ideas as to why the Dawnguard DLC should be so problematic for Bethesda. Best theory I've heard is that they've been unable to use the somewhat heavy processor vs. GPU bias of the PS3 to advantage, a problem they were able to workaround with the original game release, but which has become more difficult within the limited resource frame of DLC.

Again, I would appeal to the moderators to grant that this is a topic worthy of a new thread, leaving aside any questions of PR, customer satisfaction, exclusivity agreements and suchlike. As a tech. semi-literate I would be curious for any enlightenment... I imagine many others, PS3 owners or not, would be too.
No, this could have been added to the existing thread. In the future it would better serve you to pm a moderator to ask permission rather than take chances to start a thread when you obviously know we are keeping it all in one thread.
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Ownie Zuliana
 
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