Jump to content

KSP optimisation


Recommended Posts

Nucluer, to understand that you have to understand that KSP uses the Unity game engine to render and interface with hardware. The game engine is a platform that the game is built upon so the KSP developers don't have to re-invent common tasks. Specifically it currently use Unity 4 which does not have multicore support. Version 1.1 is coming down the road sometime from now which will include a port to the Unity 5 engine. Unity 5 does support multi-core.

So the short answer is no, not yet, but soon.

Link to comment
Share on other sites

  • 2 weeks later...
So Unity 5 has multi-core support? Squee! :)

Yes, though there will be limitations on it. No one outside of academic research that is doing general connected rigidbody physics simulation is splitting a set of connected parts between multiple threads yet that I can tell, so it looks like you're still limited to a single core for a single craft.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...