"Orbiting is just falling and missing the ground." -Kerrman Oberth
"There is only one god: The Kraken.
And there is only one thing we say to the Kraken: I backed up my persistence file."
Yeah, the devs almost never post on the forums anymore, but they often mention new versions of Unity and their possible effects in dev blogs.
There was a big buzz back when the devs were upgrading ksp to Unity 4.
Dell XPS 15 9530: i7-4702HQ - 16GB 1600Mhz RAM - GT750M w/ 2GB DDR5 - 512GB SSD - 3200x1800 15.6in screen
It would be easier to optimize the existing game than it would to make it a 64bit application. The results would be better as well since it would then run on both 32 and 64bit machines.
It is entirely possible (But a lot of work) to get KSP to load assets much more efficiently than it currently does. This is just talking about memory and not the other savings of 64bit operations.
The simplest are optimizations of the current assets (I saw a 12mb single texture in the squad folder the other day), loading of compressed textures (dxt), better loading and unloading of planet textures (Your never going to see 2 planets at the same time why are the all loaded in memory?), level of detail meshes for parts. Im sure there are many more that the developers are working on but these alone would provide a substantial boost to performance on 32 bit machines and are currently possible...
That said, the CPU implementation of PhysX 3.3 reported for Unity5 is significantly better than the CPU branch of PhysX 2.8.x in the Unity 4 series
Originally Posted by Pierre Terdiman
Dig through the whole Coder Corner article for more comparisons, but it seems promising
"When you are studying any matter, or considering any philosophy, ask yourself only: What are the facts, and what is the truth that the facts bear out. Never let yourself be diverted, either by what you wish to believe, or what you think could have beneficent social effects if it were believed; but look only and solely at what are the facts." Bertrand Russell
Texture management is highly recommended for KOSMOS; Please try rbrays ActiveTextureManagement or shaws TextureReplacer
I'm sure there will be a unity 5 update WHEN it comes out... But as far as all these things about off-loading to gpu, for me its a big no-no, doesn't anybody here have a bad enough gpu as it is ? sure for some people but what I would like to do is the inverse, unload gpu stuff to the cpu....
Plz, take a guess at what I changed in this signature >: ) .
"after tylo, the mun is the hardest place to land." -Nemrav
RIP - my cancelled content mega-thread, which even caught the eye of Harvestr : http://forum.kerbalspaceprogram.com/...celled-content
it is too early to excite,but still good news. also i have nvidia gpu,good news indeed..
This announcement has given me hope for KSP-64!
Giving it a good CPU-only implementation requires designing it in good GPU-agnositc way that allows the GPU-enabled driver for it to be drop-in replaceable. Which helps any potential competitors in the future and avoids artificial market lock-in.
Which is why I'm glad nVidia is doing it this way. They could have decided to behave more like Microsoft typically does, using their current market dominance to try to ensure eternal future market dominance purely through the need for backward compatibility.