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Bej Kerman

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Everything posted by Bej Kerman

  1. It's nowhere near as ridiculous as you make it out to be. Especially when large NERV-powered vehicles depend on MkI fuselage spam.
  2. Then again, that's a perfectly apt description of KSP 1. Pick your poison
  3. Not that I care - they still look leaps ahead of KSP 1's explosions. Interstellar, colonies, multiplayer, that can wait. I think I speak for a lot of people here when I say what I've really been waiting 4 years for is the QOL improvements and things like proper explosions
  4. Feel free to drop the part count of your vessel
  5. Talk about it! The entire game is a minefield of freezes, corruptions, and mission-ending bugs! Basically everyone with an inkling of ambition in this game has faced the docking port reset bug that SZ encountered on his Invictus mission - that one is just about enough to end any mission more complicated than a basic lander.
  6. And how long will pre-optimization take? There is still a lot to be added to the game, optimization somewhere at the end of the roadmap? I'm not Intercept. I just know how developers tend to prioritise things. I do know that developers aren't going to do features and optimisations at the same time because it'd be a massive time sink to constantly be refining stuff at the same time you're adding new stuff. Let's just make one thing clear, hardly anyone who worked on KSP 1 is working on KSP 2. It's an almost completely new team. Some people from Squad left to work at Intercept but it's a completely different company and largely a completely different team of people. Do ditch the picture that Squad abandoned optimising KSP 1 for the sake of being able to ask people to shell money on a repaint of the same title, because that is not what's happening at all. It's a completely new team whose goal prior to their scope expanding was to do KSP 1 again, but without the spaghetti code and other baggage. It's not a conspiracy to get people to pay for the same game, it's a genuine sequel. Even if you don't get all the shiny novel features you were hyping for during the past 4 years on the same day the base game releases, you are still getting an honest-to-god attempt at remastering the original game with all the stuff Squad neglected.
  7. I would as well, if KSP 1's performance issues didn't lead to me scrapping basically everything I build Yes, KSP 2 is demanding. It at least has the benefit that the developers aren't going to put proper optimisations off for 10 years and rely on Unity updates to do all the heavy lifting.
  8. Dont be so naive. Is it naive to speak from common sense? I've seen development happen myself, I know how it goes. Optimisation happens after features are implemented for good reason. This sentence means nothing without further elaboration.
  9. The standard process of adding features before optimising them is "elitist" now I guess.
  10. The system requirements are reasonable for pre-optimisation code. Vl3d's dreams are still unreasonable.
  11. Yes? What did you expect from pre-optimisation code?
  12. As far as I can see, they're mastering it fine. Deadlines are the problem. This plays out over and over again and is probably another case of a dev team being careful with their words so as not to anger the publisher.
  13. It's worth noting that laptop grade graphics cards are less powerful than their desktop counterparts. My 3070Ti Laptop should be about matched with a desktop 2080.
  14. Still looks better than KSP 1, even with the intervention of modders.
  15. Not to mention balancing changes will mean that either way you're doing a lot of redesigning, and redesigning most of your vessel will probably be made a lot easier by starting from scratch than trying to work around what you already built.
  16. If you nitpick examples from developers with poor reputations? Sure. If you consider how development tends to go? KSP 2 is probably going to have much lower requirements as EA progresses to a more consumer-ready state.
  17. Exactly my thoughts. Yeah, sure, it sometimes makes things look slightly better. But is it anything that can't be approximated by the shaders the devs already created? A ray traced reflection of a fuel tank on a visor isn't worth the demand. We've seen full ray-tracing demonstrated with Portal RTX, but that's a much lower step than having entire planets, dealing with terrain and vessels made of maybe thousands of parts.
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