GOG will delete cloud saves more than 200MB per game after August 31st - eviltoast
  • smeg@feddit.uk
    link
    fedilink
    English
    arrow-up
    3
    ·
    5 months ago

    Aha, so unexpectedly it’s bad/inefficient code that’s ultimately to blame

    • iegod@lemm.ee
      link
      fedilink
      English
      arrow-up
      4
      ·
      5 months ago

      I wouldn’t say bad, but inefficient might be fair. Unoptimized I think is more representative.

    • tehevilone@lemmy.world
      link
      fedilink
      English
      arrow-up
      3
      ·
      5 months ago

      Inefficient/unoptimized would be an accurate description. I think it’s important to add, for bethsoft games specifically, that the save includes all changes to objects, even if the player themselves didn’t interact with them(e.g. Physics interactions, explosions moving things, npcs bumping stuff around), and also includes all NPC changes. Master files(ESMs) get loaded, then the save loads the changes it has baked in to the databases. So, when you load up a save that has traveled the world and loaded a lot of things into save memory, the engine has to sit there and reconcile all the changes with the ESMs, which can add up quick if you’re playing modded.