14 | | It may be completely irrelevant, but I thought it worth asking the question. |
| 14 | For the record, when exiting during a cutscene, the game state transitions from non-interactive (when the player makes the exit call) to interactive (enabling the exit to complete), before exiting. |
| 15 | Confirmation of this can be observed by the disabled Save/Load buttons in the GMM, and the brief flash of the next fully-interactive frame before the game exits. |
| 16 | |
| 17 | Understanding this exit behaviour makes predicting autosave-on-exit performance reliable, regardless of game state… if non-interactive, no save is performed, and if interactive, a save is performed (except where autosaving is disabled by default, such as the Start Menu). |
| 18 | |
| 19 | The role of autosaving is to track the player’s progress. Progress stops when the player elects to exit the game, so autosaving should test against the prevailing game state when that call is made. |
| 20 | |
| 21 | Current autosave behaviour confirms that this game state transition completes before exiting ''doFrame()''. This behaviour is therefore officially a bug, and should be corrected, since it skips gameplay not experienced by the player prior to exit. |