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Barney626

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  1. interesting. My question is if only one core is being used for the game, with nothing else intensive running on the system, why are the loads for all 4 cores seemingly equal? note on unparking cores, in OTHER games i saw an fps increase. I haven't tested it on ksp nor bothered to see if it made a difference so was only noting it as a possible factor i do currently have a corsair H100i on the cpu but the overclock is only an automatic one from my motherboard (cba to do a manual one) i guess the best option is simply to wait for new software updates as i don't (and im sure many players of ksp with fps issues) have a ton of money to throw at new hardware. obviously, an easy fix would be less parts and less mods, but, Where's the fun in that?
  2. Ok so, thanks for all the replies helps see the issues. Starting off, a number of you said get a better cpu or the cpu is the limiting factor. I highly doubt that as i run an overclocked I5-4670k at 4.2ghz with all cores unparked and allocated to ksp. I.e. all the cpu is running ksp. This results in less than half the cpu power being used and still lag. It is more likely the ram, as confirmed by another few of you when i see a non fluctuating ram usage of around 5gb in total. This would agree with the 32bit theory i had and is the only thing that (in that situation) would be maxed out.... Finally, i would just like to say that in reality, i'm trying to dock two ships, each with over 700 parts. Plus a number of mods this was an unrealistic attempt to say the least and was merely to see what kind of stupidly large stuff i can dock together without it all blowing up (as usual). So pretty much, for me at least it seems to be an issue of ram restriction through a 32bit program. I guess we can only wait for the 64bit version to come out :/ thanks anyway guys ~Barney6262 (oh btw, i managed to use the wrong account for the op... )
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