I initially thought of cloud save issues to, but that wouldn't seem to line up with the 8 MB limit. And the problem manifesting at that limit seems too coincidental and reproduceable already to be uninvolved.
Let me post
this link again, from the TW3 days. Does anything there seem to line up with what you're seeing here? It still feels very similar to me.
There are several things about the game right now that are definitely inconvenient or odd, but obviously done purposefully. (This savegame size cap and keyboard keys being hard-bound are the two that stand out to me.) Again, the only thing I can infer is that the limitations are somehow there to prevent errors from occurring. Not really that far of a stretch to think they might be causing still other errors.
Of course, I think they knew that players would do it. I think TW3 made that clear. But on the same token, that doesn't mean that the engine could be made to allow for it to happen. Since this seems to happening so quickly, though, I think it's more down to a script or inventory glitch.
It's
all theory right now.
That's the fun of troubleshooting! But yes, I agree that what's happening does seem to be in line with the "bloat" idea. I was speculating earlier about it maybe being a script associated with crafting that would never correctly terminate, so that every save would add another instance of it that would also never terminate.
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Whatever the case, be sure to send the issue into CDPR Support if you have it. A before / after save file would probably help, just to be sure they can try to recreate the issue.
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In my opinion you found the exact reason, SigilFey. Again; I can't see the code and I don't know the decision making, but if I look at the post about The Witcher 3, then an extra bell starts to ring.
In The Witcher 3, the items you use to craft are actual items. They aren't portrayed as currency. In Cyberpunk the craft resources are portrayed as a currency / a simple amount and not actual items (apart from the moment they are in a lootable object ofcourse
). I can definitely imagine that they've used that base to create the crafting system for Cyberpunk. That would imply that the resources are items and not a simple number.
So if you take the The Witcher 3 post and the tests that UrielSicarius performed, I feel very certain that the savegame file gets bigger the more resources you have and that we now also have an explanation as to why. In The Witcher 3 they were actual items. So I'm fairly certain it won't be an easy fix to simply change craft resources into a currency, because it's probably nested through-out the code base.
The numbers that UrielSicarius named during his tests shouldn't hit the int16, but I can imagine that if someone manages to get 65,536 craft resources of a single type (or close to), that the game isn't going to like that either, unless they upped it from int16.
Then the question about the 8MB limit size does get bigger. Why is it there. I can't imagine it was there to prevent a possible cloud connection build up where the servers wouldn't synchronize, since that happened during launch anyway and didn't seem to impact anything. So the 8MB limit most likely is there for some other reason, or, again; if they're lucky, it's there for no reason and it can be upped.
So to put it simple:
- For gamers:
Don't hold too many items (EDIT: This includes your stash! Luckily we can't store craft resource in there, but still)
Be sure to keep your craft resources below 60k
If your resources are stacking up; Upgrade an item to use some of those resources up.
(be sure to not pick up the same item 65000 times ?
)
- For this issue:
Why is there an 8MB limit
Is the resource limit really based on The Witcher 3 and does it use int16
Why does it take so long to open the save and load menu's when there are a couple of big saves in the game
EDIT:
There is something major in the The Witcher 3 post though. I initially read over the important details. There seems to be the situation that adding an item to your inventory consumes a unique ID. Now, we can't know for sure if these unique ID's are there per object class or per type or as a global identifier.
From the post in The Witcher 3 I pressume it's either class or type. Which could mean that if you pick up a certain pistol 65k times, the game runs out of unique ID's and can't function with that savegame anymore. This could also mean that if you pick up pistols in general 65k times, or if you pick up weapons 65k times, that the game runs out of unique identifiers. Now, this one is a bit iffy, because the post in the The Witcher 3 forum is adding 1 very specific item to the inventory 70.000 times. So, it's hard to say how the identifiers work and if they've extended the available identifiers or not.