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Ksp 64 bit modded and dx11 force mode


Syczek

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I don't know if it good place to start this thread if yes i am sorry.But i wonder if there is point forcing dx11 on ksp 64 bit while having 32 gb ram on heavy modded game.Because i using this argument and my vram of gpu hit his limit and ksp get access violation related to ram shortage while ram was barely occupied in 54%.

Without that argument consumption goes to 70%

 

Edited by Syczek
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In x64 with 32gb of ram, there is no point in using dx11. New players often search for ways to get better performance, and come across the very old, not supported dx11 workaround. Visual mods, particularly scatterer, SVT and mods like them, do not support dx11 and usually cause issues with it in the command line. If you decent specs, why, oh why would you use dx11? 

Edited by Galileo
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  • 2 weeks later...
On 7.08.2017 at 11:39 AM, Galileo said:

In x64 with 32gb of ram, there is no point in using dx11. New players often search for ways to get better performance, and come across the very old, not supported dx11 workaround. Visual mods, particularly scatterer, SVT and mods like them, do not support dx11 and usually cause issues with it in the command line. If you decent specs, why, oh why would you use dx11? 

Well because with my mod setup it devours like 20 gb of my ram:D

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  • 3 months later...
19 minutes ago, Galileo said:

It’s out of my hands. Nothing I can do about a limitation. Either drop SVT or don’t run dx11. 

In fact, SVT works fine with DX11, ModuleFlightIntegrator is the one braking your textures when DX11 is installed. Opened a Github on MFI and SVT as well...

https://github.com/sarbian/ModularFlightIntegrator/issues/6

https://github.com/Galileo88/Stock-Visual-Terrain/issues/5

edit: also I don't know what do you mean by "limitation"? I said TexturesUnlimited, and that's a visual mod: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-131-textures-unlimited-pbr-shader-texture-and-model-api-11-11-17/

Edited by Agustin
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I have an idea, you can mod your 64 bit Kerbal executable to allow more virtual memory.  

http://www.ntcore.com/4gb_patch.php

This helped me get a little more performance.

 

32gb is really entirely a waste, nothing -can- use it, let alone will.  However this patch applied to your 64bit executable will allow KSP to use more virtual memory and you should notice enough of an improvement that you won't have anymore problems.

 

The RAM you ran out of was -virtual- memory.  Do yourself a favor and make sure you have plenty of free space on your HDD.  It can look like plenty, but then your PC tries to allocate all of it to virtual memory and when you run out of space as a result, it comes up with memory exceptions.

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On 22/11/2017 at 11:33 PM, Agustin said:

In fact, SVT works fine with DX11, ModuleFlightIntegrator is the one braking your textures when DX11 is installed. Opened a Github on MFI and SVT as well...

https://github.com/sarbian/ModularFlightIntegrator/issues/6

https://github.com/Galileo88/Stock-Visual-Terrain/issues/5

edit: also I don't know what do you mean by "limitation"? I said TexturesUnlimited, and that's a visual mod: https://forum.kerbalspaceprogram.com/index.php?/topic/167450-131-textures-unlimited-pbr-shader-texture-and-model-api-11-11-17/

MFI does nothing even remotely related to graphic. If you have some crash with SVT then have a look at SVT dependency that actually have error messages in your logs....

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yes, I got confused, althoug mfi is  a requirement for kopernicus so maybe it does has something to do with graphics? nevertheless I just took away kerbin from SVT because all other celestial bodies don't have the stripes on DX11, just kerbin. I had the same problem with auroras (stripes) and I fixed it by changing the detailfactor in the EVE gui from 6 (I think) to 0.1

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