I haven't messed with the GECK in ernest in years. So someone correct me if I am wrong. But, one of the ways textures and models are dealt with within the engine and memory is that basically you *can* have a huge number of the same models, texture palates, all in the same scene or room/world, and it'll be easy for the engine to use an index to keep track of the repeated models or textures, positioning, rotation, scale, in local and global values without using much resources. Now, it only has to load that model and texture once into memory, that gets called to be used in a game space more than once with an index of directions. The strip in New Vegas has something different in it that isn't seen nearly often, and if it is it's hidden in with the 'trite,' in F03 or Oblivion and Morrowind, which is that it's a scene using custom models and textures, with unique and in some cases that surprised me, totally non-repeating models and features each with it's own various textures and scripted fxs. You pay dearly for that uniqueness in terms of memory and speed, and will often run into LOD, load-time, and indexing complications, simply, while you could run a bigger strip on a gaming computer easily, it would be a giant challenge to keep up their lvl of detail and design they have going and make it work still on the consoles for whom you typically have to custom make lvls, pulling out all the tricks, to work around their typical lack of memory and speed. Shooting for something that has to work well on all the above can result in levels made to fit specs a computer gamer isn't used to dealing with.