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Forcing Dx12 on KSP


EladDv

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Sadly after a quick test i have found out that Dx12 dosnt result in any significant performance change on Win10 and stock KSP (with 64bit hack but that wont affect things).

results are as follows:

Situation regular force-d3d12

While loading : 1648mb , 1648mb

main screen: 1904mb , 1889mb

main screen FPS:210 FPS, 229FPS

on KSC memory: 2191mb , 2195mb

on KSC FPS: 75.5 FPS , 76FPS

inside VAB mem: 2248mb , 2269mb

inside VAB FPS: 110 FPS, 113FPS

50 parts craft:2284.6mb, 2286mb

50 parts craft FPS: 82 , 86FPS

50 parts on Pad: 2344mb, 2310mb

50 parts on pad: 96 FPS, 93FPS

50 parts pad map:2331mb, 2305mb

50 parts pad map:177FPS, 159FPS

50 parts launch: 2367mb, 2319mb

50 parts launch: 93 FPS, 95FPS

50 parts drop1: 2361 mb, 2316mb

50 parts drop1 : 80FPS, 78FPS

50 parts drop2: 2311 mb, 2314mb

50 parts drop2: 75 FPS , 72FPS

50 parts drop3:2334.7mb, 2318mb

50 parts drop3: 69 FPS , 100FPS

50 parts map: 2334mb , 2319mb

50 parts map FPS:155FPS, 140FPS

When Unity 5 comes around i will test for more differences with all 4 modes- Regular(Dx9), Dx11, Dx12 and OpenGL

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That's because Unity 4 flat-out doesn't know what DirectX 12 is. As a result, it simply ignored your commandline switch.

Updating your OS isn't enough, you know. The game engine also needs to support it... :P

yeah i figured it out way before- it was just a fun experiment to do. although i did get some improvement on the CPU usage

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Thanks for this post and doing the test. I just signed onto the forums to see if anyone here took the plunge into Win10 yet and if the 64bit KSP version showed any stability and performance improvements.

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