Eisfunke

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About Eisfunke

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  1. See my thread here: http://forum.kerbalspaceprogram.com/threads/84203 DX10 isn't available, DX11 is quite buggy, you should either use DX9 or OpenGL. OpenGL is slower on Unity, how much depends on your hardware, and has some minor graphical glitches, but saves a lot of money. Very worth it if you use many mods, but if not - use DX9, the standart.
  2. Where did you get that claim from? OpenGL generally doesn't perform any worse, rather better, than DirectX, the problem is that Unity is sadly not as optimized on it as on the (sadly) generally more often used Direct3D, that is why you get the framerate losses. That's important to me as I'm a proponent of open-source and therefore generally favor OpenGL and don't like if it's called worse just because it's younger and free. Same thing I said to Jason Cox. While NVidia cards perform a bit better on DirectX, AMDs perform better on OpenGL. See, I have a AMD R9 290, and a benchmark with Unigine Heaven (Unigine is a engine optimized for both rendering frameworks) gives me these results: OpenGL: 34.9 FPS, 878 Points Direct3D 11: 30.9 FPS, 779 Points See? OpenGL isn't commonly used because it's inferior (even on nVidia cards the difference is small), it's due to Windows' market leadership and DirectX being Microsofts own thing. Stop judging OpenGL. It's Unity's fault, not OpenGL's. Huh? As i said above, on an AMD card it should run better than on a nVidia. More information would be great. What mods, when does it hang, GPU... I have that problem too. I will try Alt-Enter, thanks! I suppose it works with Direct3D? It yes, try OpenGL without BA5, and please post the logfiles that were produced (like your picture shows). In conclusion you could say that KSP generally runs smoother on Direct3D and has a few glitches. Its usage only pays off if you really use enough mods for it to matter as a memory reduction method and your hardware can handle it, but if it can, it does its job quite well. If there are no objections I will write this in the OP soon.
  3. That's odd, as this isn't the case for me and OpenGL generally performs just as good as D3D in benchmarks (or even better). What graphics card do you use? Hm, just searched and found that Unity generally performs worse with OpenGL. I never noticed, probably because I have a really beefy GPU and my only bottleneck are the physics, but for many players that might be a problem. Pity!
  4. Looks really nice! Maybe kommunity will accept this better than Curse. Keep up the good work! Where do you host this? Is it going to endure the load of the kommunity if it grows bigger?
  5. The Story In the KSP 64-bit thread, where Lilleman showed us how to use KSP with 64-bit, gpisic noticed that when forcing the game into using OpenGL instead of the standart Direct3D as rendering system, KSP uses significantly less memory.For example, I use 70 mods, resulting in a 2GiB GameData folder, and normal 32-bit, and get the following memory usages: Direct3D: Crashes while loading at about 3,223,600K ≈ 3.07GiB OpenGL: 2,266,200K ≈ 2.16 GiB Difference: 0.91GiB You see: By switching to OpenGL I could save almost a whole GiB of memory and get my KSP to start with all my mods! In the following Instructions I explain how you can switch to OpenGL too and play KSP with all your mods, without the still quite buggy 64-bit, compressing your textures to the point where they look utterly ugly, or installing Linux (well, you should do that anyway )! Instructions If you use Steam, simply right-click Kerbal Space Program in your Library, click "Set launch options..." and put in "-force-opengl". You have to start the game out of steam (or the start menu) for this to work, if you start the KSP.exe manually it will ignore your Steam launch options!Otherwise, or if you don't want to start through Steam, open your Kerbal Space Program folder, right-click KSP.exe, select "Create shortcut", and put "-force-opengl" in the "Target" field after the quotation marks, with a blank in between. You can now put that shortcut where you need it, e.g. onto your desktop. Alternatively, if you want to start KSP through the start menu, right-click on Kerbal Space Program in there, and put the "-force-opengl" at the end of the "target"-field, again with a blank in between. (This does not work if you have the Steam version, as the start menu link then links to Steam) Survey I made a survey where you can tell us about your OpenGL experience using Google Forms. If I get enough answers I will put some graphics here to show how well (or badly) OpenGL works.Click here to take the survey. Please try to fill in as many questions as you can. If you save the link you get after sending your answers you can edit them afterwards, but please don't do it more than once! Click here to see the results of the survey. Thanks Thanks to gpisic for noticing this and Lilleman for the 64-bit hack!
  6. I don't think so. I think it's a good sign they are watching and caring about the community. Well, as I didn't find any other thread about the OpenGL memory fix, I'm going to start a thread to let people know that this can help tremendously, if there are no objections. I will edit the link into this post then. Edit: The thread is up, click here!
  7. Well, that's great! I just tried myself with the following mods: ...where "Custom" is my custom ATM configuration. OpenGL: 2,266,200K ≈ 2.16 GiB DirectX: Crashes while loading at about 3,223,600K ≈ 3.07GiB Difference: 0.91GiB So, I don't know why, but using OpenGL saves me almost a whole Gigabyte with my huge amount of mods. Some people say yes, but personally, I don't see any difference. I would prefer OpenGL anyway because it's open-source.
  8. As soon as they add 64-bit, they will probably do it just like that - the Linux version also has two binaries for 32- and 64-bit.
  9. Currently I'm running KSP on 32-bit and OpenGl. That saves a lot of memory and thus works well with all my mods installed (70, to be precise, with ATM only for the mipmaps) and crashes less than 64-bit with any of the engines, without the annoying little bugs like the missing decoupler force. So, with OpenGL I'm quite happy without 64-bit for now. I think Squad shouldn't focus on 64-bit and instead optimize the texture loading (so that not every single texture is loaded when starting the game and remains in the memory regardless of whether it is ever needed), incorporate something like ActiveTextureManagment (FYI: ATM is published und MIT license, therefor Squad could incorporate it into the main game even without any additional permission) and, optionally, set OpenGL as standart - that would fix 95% of all memory issues, now and in the future, with significantly less effort.