People aren't getting it. This isn't an engine problem. It is a design problem. Bethesda refuses to make concessions on the PS3 to deliver an ultimately better product. Frankly, the way data is handled and loaded into memory from save files is the problem, and that is 100% correctable in the design stage.
This is not a case of Gamebryo being a shitty engine (which it is). It is a case of Bethesda wanting to do something on PS3 hardware that stretches it to its absolute limits due to the way PS3's memory is split. If Bethesda makes the conscious choice to only include data for NPC's and Quests, as opposed to every item in the game, then the problem would almost certainly disappear, and save file sizes would be drastically reduced. So what if someone drops and item and it is forever lost when they go back? I'd much rather lose an item (one that I will almost certainly get a better version of later) than I would sit through a fucking slide show every time I boot up the game.
This is not a case of Gamebryo being a shitty engine (which it is). It is a case of Bethesda wanting to do something on PS3 hardware that stretches it to its absolute limits due to the way PS3's memory is split. If Bethesda makes the conscious choice to only include data for NPC's and Quests, as opposed to every item in the game, then the problem would almost certainly disappear, and save file sizes would be drastically reduced. So what if someone drops and item and it is forever lost when they go back? I'd much rather lose an item (one that I will almost certainly get a better version of later) than I would sit through a fucking slide show every time I boot up the game.