Riddlewire
Regular
The gradual slowdown that he refers to in the video was a well known problem with the Xbox version. Fortunately, the solution was common knowledge, too (15 years ago).
It has something to do with the game being required to keep track of world items and the bloat this causes to the game's cached state and save file. Kill a rat in Seyda Neen without disposing of the corpse, the game has to keep a record that it's still there. After 60+ hours of gaming, this type of behavior builds up to a lot of world clutter. Any time the save file on an original Xbox surpassed ~240 blocks (remember those?), you would begin to experience frequent "Dirty Disc Errors" and the game would need to be restarted. It also required much longer load times. Eventually, the game could become unplayable.
The solution was pretty simple. The first step being to always dispose of corpses. However, I think if you hit the "dispose of corpse" button on Xbox, it transfers all of that enemy's items to your inventory. That's fine if it's just scrib jerky. You can consume that right away and make it disappear. But if it's a lot of stuff you don't want, you'll become overencumbered with this process pretty quickly. If you leave items on a corpse in the world, it WILL eventually disappear. However, it takes a very long time. And you'll be accumulating other cached clutter in the meantime. So, what most of us did on Xbox was to periodically sleep somewhere for a very long time. Not leaving, just sleeping over and over again until months (years?) had passed. It doesn't harm the game world. You can test that it works by checking leftover corpses in the game world. You can also see the block count of your save game go down.
I have no idea if the Xbox One BC version would be affected by this particular bug. I can't imagine it would. The entire game can fit into ram several times over. But it's still a good practice to manage your save file starting early in the game. Just try to keep it below 250 and there will be no problems.
It has something to do with the game being required to keep track of world items and the bloat this causes to the game's cached state and save file. Kill a rat in Seyda Neen without disposing of the corpse, the game has to keep a record that it's still there. After 60+ hours of gaming, this type of behavior builds up to a lot of world clutter. Any time the save file on an original Xbox surpassed ~240 blocks (remember those?), you would begin to experience frequent "Dirty Disc Errors" and the game would need to be restarted. It also required much longer load times. Eventually, the game could become unplayable.
The solution was pretty simple. The first step being to always dispose of corpses. However, I think if you hit the "dispose of corpse" button on Xbox, it transfers all of that enemy's items to your inventory. That's fine if it's just scrib jerky. You can consume that right away and make it disappear. But if it's a lot of stuff you don't want, you'll become overencumbered with this process pretty quickly. If you leave items on a corpse in the world, it WILL eventually disappear. However, it takes a very long time. And you'll be accumulating other cached clutter in the meantime. So, what most of us did on Xbox was to periodically sleep somewhere for a very long time. Not leaving, just sleeping over and over again until months (years?) had passed. It doesn't harm the game world. You can test that it works by checking leftover corpses in the game world. You can also see the block count of your save game go down.
I have no idea if the Xbox One BC version would be affected by this particular bug. I can't imagine it would. The entire game can fit into ram several times over. But it's still a good practice to manage your save file starting early in the game. Just try to keep it below 250 and there will be no problems.