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RamptantFlamingo247

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Everything posted by RamptantFlamingo247

  1. My only idea is that they changed the engine to be able to run on more than just two cores or maybe they're using the RAM and the GPU to help it. I'm really not sure though. I've never had any bad problems with it yet and I'm making ships with around 70 parts rn and I've never seen it dip below 30 fps, or a noticeable dip at least unless it's engaging the physics engine of course
  2. It's an intel i3, 3rd gen i believe. It's old. But a PS4 is made for "budget gaming" so it's processor wouldn't be anything super powerful. Besides, I was just giving an example to help people understand, I know there's a lot more that goes into it but you get what I mean, I'm sure. From what I've read, the CPU in the PS4 can be boosted up to 2.75 GHz when the graphics card is at a low intensity, and KSP is not necessarily a graphics intensive game, just memory and CPU intensive and it does help that the PS4 has very fast memory thanks to it possessing GDDR5 source: http://www.pcper.com/reviews/Systems/PC-vs-PS4-vs-Xbox-One-Hardware-Comparison-Building-Competing-Gaming-PC
  3. Okay so some of you more "tech-savvy" KSPateers out there know that the physics calculations for KSP are sent to two cores in the CPU due to the cell architecture PC's run (32-bit and 64-bit). My laptop at home has a dual-core 2.26GHz processing unit and the PS4 has a 1.6 GHz, 8-core processing unit, however, even though the calculations sent to the CPU are processed slower in the PS4, it can do them much quicker than my laptop due to there being more cores for it to process, or "think" with. Recently someone jail breaked into his PS4 and installed linux, this kind of shows just how closely related new consoles and their architecture are to PC's SO, my question is, does the restriction of only using two cores for physics calculations remain the same for consoles? I'm very interested to know..
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