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KSP2 Release Notes
Everything posted by jfx
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If mechjeb tears up your rocket on gravity turn start it is your fault for telling it to do a too sudden change of direction. Try a lower start point or a steeper trajectory. Also disable all gimbals except the one on your central engine. Voila: launches smooth as a tasmanian baby devils butt. Now please proceed with the " No mechjeb until marriage!!!1" Circlejerk.
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The overall forum experience is degrading severely because in almost every thread there is a bunch of fourteen year olds* discussing stuff they have no clue about. Like "64x" [sic] or how a shader mod will increase CPU load. It is cringeworthy. And to stay on topic: ENB: no me gusta. *(Age guessed from grammar and ductus of said persons).
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Theres always someone on this forum telling you how he gets "perfectly fine" performance on his toaster. The thing is: Some people consider five minute loading times and three fps on maximum deltaT with bare minimum details as perfectly fine.
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There is a difference between supporting something and utilizing it. Also the stuff in the patch notes (texture loading or something) was not noticeable at all. En contraire - the game currently loads longer than ever for me.
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Unitys version of physx runs exclusively on the cpu (on a single core of the cpu to be more specific). Nvidia users get the same ****ty performance as AMD users. This is true for cosmetic stuff (breaking glass, animated cloth, small flying chunks of a destroyed wall which despawn after a couple of seconds) but not for physical calculations which actually impact gameplay itself. If the ship physics would be calculated on the GPU they would have to be send back and forth between the GPU and CPU for every frame - which is horribly slow and inefficient. That being said another, better physics engine like bullet or havok can take advantage of multiple cpu cores (while already being faster on a single one). Take a look at the havok site or watch the new frostbite engine trailer to see what they get out of it.
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Actually, nothing you write is about the topic of this thread.
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You compare apples to Mangos. TV Shows and movies are generally recorded wit a camera, in a movie with 24fps a single frame was exposed for about 1/24th of a second. Fast motions become blurry, as you can easily see for yourself if you have a photo camera with variable exposure time. TV shows which are recorded at 60 fps tend to look very sterile if compared to movies because 1/60th of a second almost eliminates this natural motion blur. As pontiac above me has already mentioned you eyes work kind of similar. fast movements appear as a blur to you (very subjective however, since this varies for each person and alertness (adrenaline, alcohol, etc.) levels). In a Video game however each frame is a snapshot of the game scene without temporal extent - it has an indefinitely short exposure time if you will. If you show 24 of these you will easily see individiual frames as opposed to a 24 fps movie scene. There are of course attempts to indroduce motion blur in games but at this point thats more to mask awful console graphics than anything else and it looks awful. Hope that cleared something up.
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Cosmic radiation screwing with caera sensors looks different. Look at some dark long exposure (aurora etc) raw Photographs from the ISS. You can see many "faulty" pixels where some freak high energy particle has hit the sensor.
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KSP IS a niche product. And I have a hard time working out who you want to reach with a KSP TV format. Do you think the target clientele of jersey shore, braindead cooking shows and "scripted reality" shows is interested in watching someone shooting green men into space in a video game? What percentage of people do you think actively choose to watch a rocket launch (soyuz or whatever) on TV (hint: It starts with 0.). Either you have a very romantic image of TV watching populace or you are severely out of touch with reality. KSP is a somewhat trendy indie title which has a gigantic appeal to a certain clientele (dad who had to pack his toy trains away because wife got mad, nerdy teenagers, mid-20 hipster gamers, engineers and some more). None of those are particularly interested in TV - maybe except the dad stereotype. I don't even have a TV anymore, and many of my age also do not. It is a dying product. That being said: The last installmentof KSP TV was atrocious, showing it to more people would certainly not help ksp.
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Calling it an APU makes it no less an integrated graphic solution. Unless I see some benchmarks showing the contrary I stick with the general consensus which holds true since c2d and especially since AMD introduced their BD architecture: If you play games or rely on single threaded applications: Buy Intel.
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Most likely the integrated graphics of a amd processor - these are called Radeon 8760d or a typo. Btw these Processors suck for KSP. Your machine is a snail. 2-3 minutes seems ok for KSP on that. Anyhow when I benchmarked KSP loading times in .18 I noticed that more CPU performance helps a lot (likely some horrible conversion taking place wen the persistent parts are converted into some other data structure for storage in the RAM). A 30% CPU(i5-2500k) overclock made a bigger difference than moving the Install to a ssd (crucial m4 128gb). Of course those results died together with this forum.
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It will get updates for sure. But I doubt the physx implementation is high on their priority list.
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You can't talk in absolutes when discussing language performance. A well maintained, tested and optimized library in some script language likely will always be faster (better, stronger wub wub) than something you hack together with c in an afternoon. Same goes for java or other "notoriously slow" languages.
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What a nice attitude you have, charming indeed. People with the necessary skills (designing and writing highly optimized code) are expensive - very expensive. (I know some people working at crytek and phenomic). I doubt SQUAD can afford to lock some of them away in a basement somewhere until they eventually get a return a couple years later. Writing an engine from scratch for a single game is like reinventing the combustion engine to build a car. And the "new engine" pont is moot anyway It's not going to happen. Especially since the problem is not unity itself but its Physics module.
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There are zero people at squad with the capability to develop a custom game engine which would be suitable for KSPs needs. Take a look at some siggraph papers from crytek, epic or some of the others to realize how far off limits a project like that would be for squad. Cryengine or UE nad their respective toolkits were created with hundreds of thousands man hours. Also: They spent two years on a game alpha when starting with a finished engine. With a custom engine KSP would make Duke Nukem Forever seem like a speedy development. Any capable physics solver eats the physx implementation which unity uses for breakfast. (CPU and GPU based)
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This is a complete reverse of the last Poll results. Quite shocking. And now get off my launch lawn.
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This was a triumph. I'm making a note here: HUGE SUCCESS. It's hard to overstate my satisfaction. 1096bimu Science He does what he does because he can. For the good of all of us. Except the ones who are dead. But there's no sense crying over every mistake. Sadly there are so many voodoo priests in this forum.
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I can choose between 100mbit cable, 200mbit glas fibre or 50mbit adsl.
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Disregard flooding, aquire mobile wall:
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ADVANCED USERS - Improve KSP performance on Intel CPUs with HyperThreading
jfx replied to MDBenson's topic in KSP1 Discussion
Disregard OPs post. Hyper threading does not reduce performance (on win7/8). It also never reduced your performance to 50% of a single core. Performance drops were due to bad scheduling in vista and former, it did not distinguish between ogical and physical cpus. "Hyper threading" works by letting another thread take over a CPU (and thus increasing utilization) when the currently active thread blocks - for example when it waits for data from memory. http://en.wikipedia.org/wiki/Simultaneous_multithreading This thread is just another one of the many "I did some voodoo and now it feels faster. Cue facepalm. A hard one. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
jfx replied to Majiir's topic in KSP1 Mod Releases
I am starting to get some distinct retro feelings right now: http://youtu.be/Il02pwGV3eg?t=5m Great job with the mod, I love the new direction it takes. -
[WIP][1.1.3] Large Structural/Station Components [Image Heavy]
jfx replied to udk_lethal_d0se's topic in KSP1 Mod Development
Awesome Mod Once the physics model gets reworked I'll definitely build a space Knu ranch like in X. -
Get The Most Fuel To Orbit From Kerbin Challenge
jfx replied to NeoMorph's topic in KSP1 Challenges & Mission ideas
This type of challenge basically says: "Here is my mod list, build X for me". No scoring system, no example craft, no nothing. -> Why bother?