Do you think" Memory crash to desktop" will be a pro

Post » Fri Nov 27, 2015 9:01 pm

PC users should know about this, everyonce and awhile in Skyrim your game would crash to the desktop due to memory useage. Even on Xbox or ps4 you would get stuck in an infinite load time.

Has anyone heard of them fixing this issue for Fallout 4?

They are using an advanced creation engine for fallout4. That is the only thing that might fix the problem so far.
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Saul C
 
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Post » Sat Nov 28, 2015 7:49 am

Bethesda.

Does that answer your question?

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Evaa
 
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Post » Fri Nov 27, 2015 11:23 pm

According to rumor...... It's going to be a 64 bit engine. We'll see if that is actually the case.... if it is, it will allow significantly more memory to be used, which, hopefully, will help stabilize the game. if not, well, modders came out with an excellent fix for Skyrim, don't see why we wouldn't see the same thing for FO:4.

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Justin Hankins
 
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Post » Fri Nov 27, 2015 10:43 pm

I don't think this will be an issue tbh, as the engine looks to be much more of a work-horse than the last one. And part of the pre-requisite for this will be vastly improved memory management.

EDIT: also 64 bit as per previous poster.

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Claudz
 
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Post » Fri Nov 27, 2015 11:17 pm

What was used for Skyrim, 32bit?
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Reven Lord
 
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Post » Sat Nov 28, 2015 7:50 am

Yep. And the memory management svcked. :D

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Benjamin Holz
 
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Post » Fri Nov 27, 2015 8:56 pm

I hope they do... It would be a smart move
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Tamika Jett
 
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Post » Fri Nov 27, 2015 6:47 pm

tho not a straight answer, Todd has confirmed in a interview they are well aware of bug such as this and have workt extensivly to rework there bug testing and fixing methods.

He also remarked that the way current gen console work hardware and software wise means beth actually has to make very little changes between coding a PC version and coding the console versions, unlike with the PS3/Xbox 360 era games, so overall things will be much more smoother.

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SaVino GοΜ
 
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Post » Fri Nov 27, 2015 6:52 pm

Bethesda is known to optimize their games for the latest microsoft console. In this case that means octacore with 8 GB of Ram, unified memory and low-level api akin to the upcoming DirectX 12. Somehow i think memory management won't be an issue this time.
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D IV
 
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Post » Fri Nov 27, 2015 8:10 pm

True, note that if you have an AMD CPU and GPU you are closer in hardware to a Xbox One than an Intel / Nivea PC. Yes OS is different and you code directly to the GPU but still.

And yes the 8 GB on consoles you have enough memory. On pc you can always add more, Graphic card memory might be an problem on many weaker pc.

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C.L.U.T.C.H
 
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Post » Fri Nov 27, 2015 9:07 pm

Bethesda never even fixed the crash issue outside of the LAA patch which was a band aid fix. The game had two memory blocks and there were stability issues related to one of the blocks filling up too fast.

It took ~4 years for a player made patch (Sheson's memory patch) to fix the issue entirely by increasing the size of the memory blocks. This somewhat fixed two issues: the dreaded infinite black loading screen, and the ctd. Granted, the autosave on travel/sleep/wait is still stupendously unstable and still causes crashes.

Sometimes, I wonder if Bethesda truly understands the engine they themselves created...

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Ladymorphine
 
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Post » Sat Nov 28, 2015 3:52 am

It's already a problem. LOL!

Regardless of proper optimization and memory allocating, it's a bigger game in every regard and it's their first "next-gen" game. There's going to be a lot for the engine to take in so there's no doubt in my heart there will be the same problems; many of which will never be fixed by the company itself.

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Ellie English
 
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Post » Sat Nov 28, 2015 1:59 am

Fov nv on the ps3 was completely broke the bigger your save file the more crashes and fps drops would occur by the time youve completed all the Dlcs and maybe a 100 quests the game was a unplayable laggy mess. It was impossible to 100% the game in one run threw. Hope beth learned from it.
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kristy dunn
 
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Post » Sat Nov 28, 2015 5:54 am

I would point out, that the xbox one didn't release until November 2013. FO:4 has been in development a LOT longer than then 2 years....... I seriously doubt that they even knew what the specs would be, or even IF it would be, when they started. Chances are good, it was developed on the 360, and ported to XBoxOne......

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TOYA toys
 
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Post » Fri Nov 27, 2015 11:59 pm

As developers they probably had a good idea of the specs way before the public, and early developer hardware well before the console released.

While a fair amount of gameworld and story design work and brainstorming would have begun in the latter stages of Skyrim's development, I doubt if they were making any engine redesigns until the very tail-end of Skyrim development at the earliest. The engine designers and coders would have still had a good deal of Skyrim bug-fixing work on their plates (although not on core fundamentals like memory handling, evidently :D).

The fact that they've obviously designed he gameworld from the ground up to make use of the two consoles' extra memory (with the greatly reduced loading of exterior areas, for instance) suggests they did know quite a bit about the consoles early on in development.

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Aman Bhattal
 
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Post » Fri Nov 27, 2015 11:08 pm

They've been working with Microsoft. If they didn't have the exact specs, they would have had a real good idea.

I've lots of RAM so I'm super happy about 64bit software, especially with the amount of mods I like to use!!

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Mélida Brunet
 
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Post » Fri Nov 27, 2015 11:05 pm


Well, that's PC development nowadays; no need to optimize or fix bugs in the engine, make them look like console versions, and use the unused hardware potential to bypass issues :lmao:
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Imy Davies
 
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Post » Fri Nov 27, 2015 8:24 pm

Beth had two teams doing development work. I would suspect that work on FO:4 started shortly after the last DLC for FO:3 was done. That would put microsoft in a pretty interesting spot as far as determining hardware for their next gen console, Five years, give or take? Possible, I suppose, but, its hard to develop anything for a console that only exists on paper.......

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ILy- Forver
 
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Post » Sat Nov 28, 2015 2:29 am

Really? With something like 100 people working on Skyrim (not a big team for a game of that size), are they confirmed to have had another development team working on FO4 at the same time? Or is this speculation based on Todd Howard's comment that development on FO4 started in 2009? Because starting development in 2009 doesn't necessarily mean it was with anything like a full team.

Surely they would have needed design documents, concept art, main story outlines, location etc. all sorted out before they started work on any content or engine changes.

You don't use a whole team to produce design documents like that. You have a small group of senior designers.

And design documents produced very early on can be revised later in light of available hardware changes, and that can feed into later software design and later coding.

[edited to remove waffle]

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Marie Maillos
 
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Post » Fri Nov 27, 2015 11:07 pm

Suppose that depends on at what point they actually started the coding work on the engine.

Todd clued us in to multiple development teams back before FO:3 came out. I see zero reason for that to change. Beth isn't just a one-horse show.

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Micah Judaeah
 
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Post » Sat Nov 28, 2015 4:46 am

As far as I am aware Bethesda does not split into two equal-sized teams that work simultaneously on different games. My understanding is closer to this: a handful of artists and writers probably began work on story ideas and concept art for Fallout 4 in late 2008 while the main team worked on Skyrim. When Skyrim was out the door they allocated a few small teams to work on Skyrim DLC while the main workforce shifted to Fallout 4. As the Skyrim DLC were completed, these teams, one at a time, merged with the Fallout 4 workforce.

This is the impression I've gotten from reading interviews over the years.

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lisa nuttall
 
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Post » Sat Nov 28, 2015 6:41 am

That still gives a two year deadline to optimize it for the new hardware. Not to mention these major devs get access to the hardware at least before it goes hits store shelves. I'm not expecting to be blown away on the PC though. Skyrim was a dreadful port beginning with the UI, and the lack of LAA (in the beginning) really speaks volumes.

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Isaiah Burdeau
 
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Post » Fri Nov 27, 2015 10:37 pm

I wholeheartedly concur. :) But, Skyrim was indeed developed on the 360. So far as I know, Morrowind was the last game that was actually developed on/for the PC. Starting with Oblivion, it was the xbox SDK.

I have to admit though, that in order to develop a game for a specific console, you would indeed need to know just how it worked..... not like they could do 64 bit development on the 360. :) They had to have SOME clue of what the target box looked like.

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Romy Welsch
 
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Post » Sat Nov 28, 2015 5:57 am

And it showed. The inventory UI was a lot better to navigate.

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Julia Schwalbe
 
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Post » Fri Nov 27, 2015 7:59 pm


In Morrowind? I didn't get that; I hated the way categories were set up, and that thumbnails were used instead of a list. Plus, it did not like low resolutions, which was a nightmare when all I had was a crummy laptop. And the drag and dropping! I don't get why everyone praises it.
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NEGRO
 
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