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  1. Reported Version: v0.1.4 (latest) | Mods: Lazy Orbits was used to create the 8001 test save then removed | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Expected Behaviour: That when a craft isn't rendered the game treats 1 craft as one entity (no matter how many parts it has) and that the craft is on rails to improve overall performance. Note: This behavior might be different then a craft is using its engines. Observed Behaviour: That KSP2 is calculating the physics of all parts of all crafts whether they are rendered or not, causing performance issues. 3 Tests: What the tests will prove: Test 1 will show KSP1 maintaining maximum performance regardless of how many parts there are in the save when theres only a 1 part craft in scene. Test 2 will show KSP2 with a massive drop in performance which is directly related to the amount of parts in a save no matter if they are rendered or not. (Used the Lazy Orbits Mod) Test 3 will show similar to test 2 (Lazy Orbits Mod Not Used) Test 1 + 2: KSP1+KSP2 8x1000 part crafts being deleted one at a time while focused on a 1 part craft on Vall. (Includes Videos + Save File) Test 3: KSP2 10x250 part crafts being deleted one at a time while focused on a 1 part craft on the Mun (Includes Video + Save File) Results from Videos on a Graph (lower is better): Note that KSP1's FPS is converted to ms/frame. Excel File: KSP12TestResults.xlsx Conclusion: KSP1 only calculates 1 craft as 1 part when it isn't rendered and is out of physics range regardless of its part count. KSP2 calculates the physics of every part of every craft in a save causing performance issues the more parts there are in a save file. Additional Information: Colonies has the potential to have players using a lot more than 8000 parts in a save file. This will affect performance even more severely and also means for longer and longer load times. Original Bug Report (0.1.1.0):
  2. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Professionnel 64-bit (10.0, Build 22631) (22621.ni_release.220506-1250) | CPU: AMD Ryzen 5 2600 Six-Core Processor (12 CPUs) | GPU: NVIDIA GeForce RTX 4060 | RAM: 32768MB Hello During my Jool 5 mission I produced a ton of mission reports and I noticed that the time for science experiment validation is slowing down with the number of them. At the very end more than 10s were required to validate a science experiment and show the science inventory UI.
  3. Reported Version: v0.2.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Core i7 8700k | GPU: nVidia 3080 ti | RAM: 64 Hello ! I have the exact same issue as reported here : Specs: Core i7 8700k with 64 Go memory and 3080 ti. SSD disks. Game is installed in SSD and CPU usage barely go more than 50% when freeze occur. Severity: Med (I think) Frequency: High. Reproductible each time. Description: Each time I separate a stage (whatever the complexity of the vessel) or have something that crash (Vessel part that fall down and explode way below, even if no explosion visible, or when I crash in the ground, ....), the game freeze for a few second than go full performance again. I have no performance issue at all but this specific case. Included Attachments:
  4. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Win 10 | CPU: i7-6700K | GPU: GTX 1070 | RAM: 32 GB Esc menu is laggy and every day it become worse. I had 720(240*3) files in saves directory. I removed old saves, it helped. Even loads on splash screen became 2-3 times faster, like it was when i started to play. I think it might be an issue with many save files.
  5. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: windows 10 | CPU: i5-9600kf | GPU: 2070ti | RAM: 32gb Once I click track target on the mun I get 15 fps. Happens every time I do it. Included Attachments: 2024-01-2221-25-33-Trim.mp4
  6. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: Ryzen 7 5700X | GPU: Radeon 6700XT | RAM: 32GB 3600MHz I built a rocket with 217 engines just to see if the game would collapse in on itself or not, and while that didn't happen, it did produce some strange performance data (Images and craft files attached). Performance was around 1fps as expected, however using task manager to check system performance showed that the GPU was only at around 16% utilization, and CPU at 15%, with only some momentary spikes hitting 2 of the cores. So that leaves either RAM or Storage as the performance bottleneck, and I don't think Included Attachments: BIG.json
  7. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Home | CPU: AMD Ryzen 5 2400G | GPU: AMD Radeon RX 6700 | RAM: 32GB Consider the scenario: you're playing KSP2 and in the middle of something, but it's time to prepare the dinner, or do something else that takes a bit of time. I could save my position and then shut the game down, but it's a lot more convenient to just leave it in paused mode. However, when I do that, the task manager tells me that KSP2 is still using nearly 100% GPU, and a fair chunk of CPU too, despite it showing a static image. Of course, if I use the mouse to pan the view around it's not static anymore, so _just_ showing a static image won't work in all situations. However, it would be really nice if the game could go into some low-power mode when there's literally nothing changing on screen, and no time passing to necessitate game state being updated. Not having any experience in 3D game development, I have no idea how hard that is to do, but I'm filing this bug just in case it's really easy - it could save a lot of power. Thanks
  8. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Microsoft Windows 10 | CPU: AMD Ryzen 7 3700X 8-Core | GPU: NVIDIA GeForce RTX 3070 | RAM: 15.95 Severity: Med Frequency: Med I just sent a very large craft to Jool. I was getting extremely low framerates on launch and transfer, but I expected this given the part count. At Jool I split the craft into seven sub-craft, and moved them all away from each other. While this did reduce the lag somewhat, it did not reduce it to the extent I would expect for just one of the sub-craft on its own. I later staged off roughly half the mass of one of the craft, turning it into a fairly small low-partcount station, and was still getting slideshow frames. Upon saving and reloading to the same craft in the same situation, the framerate seemed to near double, so I think there may be some issue going on here with decoupled craft staying partially loaded.
  9. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: 5800X | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 We are talking 5-9 fps which is a lot lower than I saw when launching with 1.5 etc. ~5 FPS when Engines or Boosters are ON and Overheating (Flames see photo) (4-6fps) ~9 FPS when Engines are On (1-5 engines/boosters) tested at once (8-14fps but 9 is the average) As soon as the engines or boosters cut out it jumps to like 40fps+ (even if the craft is experiancing atmospheric flames) and once in space tops at 60fps which is my Monitor's max fps. Example Craft in the Photo shows I wasn't doing anything that extreme with the rocket build... Included Attachments:
  10. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7800X3D | GPU: RTX 4080 | RAM: 32GB With a craft around Eve I'm getting about 150 FPS. When I deploy its antenna and enable comms the FPS drops to 25 and stay there until the antenna is retracted and I lose comms again. The craft isn't controlled by a probe so I think it has something to do with science. I have attached the save and craft files in case they are useful. Included Attachments: GillyMission.json quicksave_111.json
  11. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i7-8700 CPU @ 3.20GHz, 6 Core(s), 12 Logical Processor(s) | GPU: Geforce GTX 1070TI | RAM: 16GB I took a rocket and landed it in the ocean. I then went to the video settings and noticed that if i change the VSYNC setting my FPS significantly changes, but not how you would normally expect for a VSYNC setting. Note I have a 144HZ GSYNC compatible monitor and it is configured to use GSYNC. I run the game in full screen mode. When I have VSYNC off I average an FPS of 66 FPS in this scenario. When I have VSYNC on I average an FPS of 80FPS in this exact same scenario. Turning VSYNC on and off repeatedly reproduces this behavior 100% of the time. This is a significant difference and turning on VSYNC should not be causing this large of a performance increase. Included Attachments: .ipsImage { width: 900px !important; }
  12. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 (latest) | CPU: I9 CPU Intel | GPU: 3060 6 gb (laptop) | RAM: 16Gb As the title suggests this is a bug concerning the performance of looking within a fairing in the VAB editor, causing an average over 5 tests and different shapes a ~7fps loss. To replicate: Make a craft with a fairing (I tested using SM), then make the fairing transparent. It will lose you performance. Video shows the effect. Included Attachments: KerbalSpaceProgram22023-12-2018-10-58.mp4
  13. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Win10 | CPU: i7 10700f @2.9GHz | GPU: RTX 2060 | RAM: 32GB DDR4 I often experience an event during launch where my framerate will drop from a stable ~30-40fps down to about 5-12fps. It will stay that low for very long periods of time. A "fix" I found was opening and closing another application (i.e., browser or discord). Even with that, the framerate will only be playable for under a minute. I'm guessing it probably has to do with how the KSC is being rendered. Included Attachments: MyVideo10.mp4
  14. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Edition Windows 10 Home Version 22H2 Installed on ‎29/‎06/‎2022 OS build 19045.3570 Experience Windows Feature Experience Pack 1000.19052.1000.0 | CPU: CPU Intel(R) Core(TM) i7-3770 CPU @ 3.40GHz Base speed: 3.40 GHz Sockets: 1 Cores: 4 Logical | GPU: GPU 0 NVIDIA GeForce RTX 3060 Ti Driver version: 31.0.15.4601 Driver date: 26/10/2023 DirectX | RAM: Memory 32.0 GB DDR3 Speed: 1600 MHz Slots used: 4 of 4 Form factor: DIMM Hardware reserved: 4 Severity: High (FPS progressively drops). Frequency: High, successfully reproduced the bug. Description: In flight, the game progressively performs worse. The FPS counter drops. This happens with a specific craft (user @hidearimjosh's plane) but does not happen with a craft (that has wings) created on my own save. Note: I noticed that the trails the wings leave behind them in atmosphere appear way too bright than usual. They are not as transparent as they commonly are. The craft in question does not have multiple wings clipped into each other. It appears the effect for the wing-trails is rendered multiple times. Here are some photos of the bug in question: As you can see, the wing trails here are transparent, and I can attest the FPS count was generously optimal, the performance was good. The save is attached to this report under the name "2023-11-08 maybe FPSbug.json" and the craft on which the FPS drop happens is named "joshsplane" Included Attachments: joshsplane.txt 2023-11-08maybeFPSbug.json
  15. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: Intel Core i7-1065G7 | GPU: NVIDIA GeForce MX350 | RAM: 8GB Issue: When working in a workspace with a lot of parts, picking up a subset of parts causes lag. This lag increases seemingly exponentially the more parts are in the subassembly you picked up. Picking up the entire assembly (all parts in the workspace) also causes lag, but to a lesser extend. Steps to Replicate: open '1000_parts_lag.json' in the VAB enable the ingame fps counter. Observe the FPS for the loaded workspace pick up a single truss. Observe the drop in FPS pick up a group of attached parts (subassembly). Observe the more severe drop in FPS pick up the entire assembly (crtl-a). Observe a smaller drop in FPS than steps 3 and 4 Disclaimer: i am playing on a system that is below the minimum required specifications. This specific bug seems to only be exacerbated by my hardware however, not caused by it. Images:
  16. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: 5800X With inhouse overclocking | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Not sure this is a "bug" but there is significant lag when I land in the water. .ipsImage { width: 900px !important; }
  17. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: ryzen 7 2700x | GPU: rtx 2060 6gb vram | RAM: 16gb 3000mhz Clouds on high settings at times cause crazy fps drops, in my case turning the cloud setting from low to high caused an fps drop from an average of 70fps down to an average of 15 fps, doing this on a later time did not yield the same results. The moment when the fps drops started was at 35km exactly after stage seperation, when reflying the same mission nothing like that happened and changing the cloud texture quality did not make a massive difference to fps .ipsImage { width: 900px !important; }
  18. Reported Version: v0.1.5 (latest) | Mods: Community Fixes, MapView Focus and Targeting, K2D2, Micro-Engineer, Maneuver Node Controller, Flight Plan | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 9 | GPU: GeForce RTX 2060 Super | RAM: 32 GB FPS in VAB is 91. FPS on launchpad is 20. FPS in flight, both in Kerbin's atmosphere and in LKO, is 6. FPS of 18 after maneuver burn in map view. I had a stable 20 FPS in all of these environments in previous patches; the issue came up in 0.1.5. Craft is 270 total parts; craft file attached. Graphics settings screenshots below in addition to shots from all environments listed above. Included Attachments: MohoMark-I.json
  19. Reported Version: v0.1.5 (latest) | Mods: none | Can replicate without mods? Yes OS: Linux | CPU: AND Ryzen 3900x | GPU: GTX 1080 | RAM: 64GB DDR4 If you perform 5-6 returns to anything during flight, your framerate drops to 0.1 FPS, even if it was over 60 FPS before. There is no gradual decline in performance; it functions well until it suddenly drops to an unplayable state for some reason. Craft doesn't matter.
  20. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: RYZEN7 5800H | GPU: RTX 3060 (M) | RAM: 32GB What happens? Enormous frame-rate drop, frame-rate is fairly consistent and smooth during the initial launch and first 3/4 of the ascent to orbit. Frame-rate between 32 - 42 FPS in this phase depending on where the camera is looking. Enormous drop to between 1 - 4 FPS at a specific altitude range before returning to a stable and smooth frame-rate above that altitude. The problem didn't occur in 0.1.3 and it doesn't seem to be a case of 'high part count' as it's just one of the stock builds. (The one with four strap-on boosters). Between 60,000 metres and 75,000 metres the game is a literal slide show and the rocket responds to almost no user input (I suspect due to the frame-rate). It is very specifically this altitude range, almost like at the bottom end akin to a switch, it's that immediate. The same applies at the upper end of the range, the moment I go above 75,000 the game immediately returns to its previous state. Edit to the above, the altitude range this issue occurs is a lot less specific than I initially thought. The game is a fresh install (0.1.4) with the latest NVIDIA drivers, laptop connected to charger so operating at max power state. Game is installed on M.2 Solid State Drive. Appreciate any support anyone can offer. I haven't tested whether the performance drop-off is specific to Kerbin or whether it affects other planetary bodies. Resolution is 1920*1080 and graphics settings are whatever the game default is for this GPU. Anth12 Edit: Could Be Related to:
  21. Reported Version: v0.1.4.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Win11 | CPU: AMD Ryzen 5 3600 | GPU: AMD RX 6600 | RAM: 16GB This issue has appeared with v0.1.4.0 for me, the same that fixed my UI flickering caused by an AMD-specific issue. When approaching landing on any planet other than Kerbin, my FPS goes well below 5, it becomes impossible to control the craft. So far I have verified this with Mun, Minmus and Duna. It happens 100% of the time. Framerate at launch, ascent, Kerbin orbit and deep space is good. Whenever I reach another celestial body, the closer I get to it, the lower my FPS goes. The FPS decrease is only if I am looking at the planet, if I look up the framerate shoots up to smoothness, but then it's hard to actually land without seeing the ground!
  22. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: i9 9900K | GPU: 3070ti | RAM: 32GB Steps to Replicate: Go to the VAB Have the graphics settings in Borderless or windowed mode Move the mouse pointer off of KSP2 Move the mouse pointer onto KSP2 Video Evidence: https://youtu.be/2AbscbuLwME (26 Seconds) Additional Information: Note that the video shows this way more severe because I had been doing things before hand. To get it to be more severe try the following: Launch a rocket and have it explode. Go to the VAB Clear the VAB Then test.
  23. I am going to link to my posts on twitter here: And: This hasn't been touched in the latest patch and it is the major bottleneck as far as I can tell when profiling. There are other instances of bad expensive shaders too. In Renderdoc for some of these, if you replace them with a fixed colour it doesn't really impact the overall look or change much (specifically the write to the big bad RGBA32 textures at the space centre which seem to not be correctly packed?) Tried running latest patch on all low. Seeing the same problems. Are the devs actually aware of this? Because when replace the shader in renderdoc (or hide the planet) I get a happy 120fps.
  24. Reported Version: v0.1.4 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB This might not even be a bug but I wanted to mention it on the forum so it's noted for sure. When paused the fps is as usual, when unpaused performance drops significantly. This craft has roughly 800 parts so it's hefty to do the calculations, hence the low performance. Maybe the fps doesn't drop simply because during the pause, the game doesn't 't do any calculations on the parts? idk possibly related to my previous report that anth is probably happy to link to once he approves that tone Included Attachments: KerbalSpaceProgram22023-09-0121-33-34pausevsplay.mp4
  25. Reported Version: v0.1.4 (latest) | Mods: Lazy Orbit, Mirco Engineer, Maneuvre Node tool thingy mod | Can replicate without mods? Yes OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM: 15.91GB I decided to push my pc to the limits and designed a craft (see files) that flies a bunch of relay sats. Totalling about 800 parts, this thing gets max 4 fps on my PC When I opened the Nvidea performance tab, and later the task manager, I found that my GPU, CPU, and RAM all were not at 100%, indicating that more power *could* be used by KSP2, but for some reason this wasn't happening. All while getting a measly 0.5-2 fps... When the game was paused the performance was as usual, presumably because the game didn't have to make calculations so there was computing power for frames I placed the upper part of the rocket in orbit with Lazy Orbit (because it was gonna be impossible with actually flying) See the bug package zip for the .mp4 and images Included Attachments: performancebugAbelinoss.zip quicksave_2.json
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