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FiendChain

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  1. I'm excited for this revamp of the rendering system, which if implemented correctly should be a performance and quality uplift. That said I wonder what happened during development that caused the older PQS+ (procedural quad system) to degrade in performance so badly. https://youtu.be/NAVbI1HIzCE?t=970. In this video at the timestamp, Jason Booth who worked on improving PQS+ managed to get sub millisecond performance from it (shown in 24:40 in the video). Given this, is the game's poor performance actually the result of PQS's limitations or something else? It would seem premature to invest this much effort into revamping the renderer if it turns out to be an accidental regression. Personally I'm waiting for the physics system to be improved over KSP 1 before I decide to repurchase the game.
  2. Jan Hloušek on Space Engineer's developer team has a rather interesting thread on various third-party physics engines. In particular if you scroll down, Havok physics 2022 seems much better than the rest of the alternatives. If KSP 2 is still using Unity's PhysX underneath, would it be beneficial to swap it out during early access to see if there are performance and stability improvements? What are people's thoughts on his thread?
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