Durante said:
No, lets argue about that one. From anything I can tell they did a much better job regarding both stability and performance than any of their previous games, and they should be commended for that.
Of course it's not as stable and fast as Modern Warfare or Mass Effect, but such comparisons are neither useful nor fair.
You can only really speak anecdotally about Bethesda RPGs, but my take so far is that Skyrim's a step on from New Vegas (which I appreciate is Obsidian) in terms of performance and stability. That's been the only one so far I could make Large Address Aware and basically push to these obscene levels without any noticeable hit or crash problem. I still don't think I'm at the limit of Skyrim yet, and I'm using ancient graphics card drivers, too. People with Nvidia cards waiting for driver updates are betting on the wrong horse, if you ask me.
What does seem obvious is that this is less an 'overhauled' Gamebryo than one with lots of bells and whistles stuck on top, some of which might well be causing the unique problems some people are having. Just look at the weird way the new shadows behave, almost like they're not an integral part of the scene. And those horrible radial blur and DoF effects that wreak such havoc with framerates - I turned those right off.
It's too early to really talk of quest bugs, etc. The inventory's not as awful as people make out, though you can tell the idea of keyboard control just wasn't in Bethesda's head until the very last minute. The character generation is awful, and just the latest dumbing down of the same FaceGen tools that were a helluva lot more complete in Oblivion than Fallout, which itself was like molecular biology next to this abomination. FaceGen itself is incredibly versatile and makes proper, attractive, asymmetrical faces; but the way these games hack features off and impose presets makes a monster of it.
I think there's a lot of hidden complexity in Skyrim that makes it more sensitive if you decide to mess with the rules a bit. A lot has been taken (not directly, obviously) from popular Oblivion environment mods, and I wouldn't be surprised if there's a lot more swapping of meshes and textures between day and night variants than before. That's more load on the technology. Messing with the global time modifier seems to have more violent side-effects than before, too.
In all, though, I'm impressed. Didn't expect to get such good results after just a day of using old Oblivion tweaks. People will complain about it being Gamebryo again but I'd
much rather have a game where you can just pop down the console and do everything you're used to than some ghastly scenario where everything's locked down and you're having to relearn from scratch.