CaribouGone Posted December 28, 2015 Share Posted December 28, 2015 Thanks, somnambulist! 2 more dumb questions: this works on terrain/cloud textures too? not just parts? and, how do i see how much GPU memory i have and how much is being used? Link to comment Share on other sites More sharing options...
rbray89 Posted December 28, 2015 Author Share Posted December 28, 2015 27 minutes ago, CaribouGone said: Thanks, somnambulist! 2 more dumb questions: this works on terrain/cloud textures too? not just parts? and, how do i see how much GPU memory i have and how much is being used? Parts only. They are the only thing that is "predictable" enough to do reliably with decent performance. gpuZ is a good application to use. Link to comment Share on other sites More sharing options...
Raven. Posted December 28, 2015 Share Posted December 28, 2015 Will this work with KSP 1.0.4? Or is simple enough that I can recompile it to work with 1.0.4? I haven't yet migrated my save games over to 1.0.5 yet (I'm a slow adopter). Link to comment Share on other sites More sharing options...
rbray89 Posted December 28, 2015 Author Share Posted December 28, 2015 7 minutes ago, Raven. said: Will this work with KSP 1.0.4? Or is simple enough that I can recompile it to work with 1.0.4? I haven't yet migrated my save games over to 1.0.5 yet (I'm a slow adopter). Pretty simple to compile, but I have no idea if it will work by default in 1.0.4. Link to comment Share on other sites More sharing options...
Mitchz95 Posted December 28, 2015 Share Posted December 28, 2015 I just tried it in 1.0.4 and it made no noticeable difference. If anything, the lag got worse. Link to comment Share on other sites More sharing options...
rbray89 Posted December 28, 2015 Author Share Posted December 28, 2015 2 minutes ago, Mitchz95 said: I just tried it in 1.0.4 and it made no noticeable difference. If anything, the lag got worse. Then it probably needs to be re-compiled. Link to comment Share on other sites More sharing options...
Raven. Posted December 28, 2015 Share Posted December 28, 2015 36 minutes ago, rbray89 said: Then it probably needs to be re-compiled. Once I have time tonight I'll try to re-compile it and see what it does. In all reality, I really need to bite the bullet and migrate to 1.0.5. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 28, 2015 Share Posted December 28, 2015 (edited) Ok. I just ran a bunch of tests, here are the results. My conclusion is that the mod does appear to be saving some memory, but not enough for it to be worth it for me. And OpenGL saves more memory than this mod does. This is on Windows 10, system has 32 gig of memory, video board has 2 gig of memory. KSP 1.0.5, with somewhere between 166 and 170 mods installed, some of them are graphics heavy In the table below, "Standard Startup" means that I'm just double-clicking on the KSP icon, OpenGL means that I'm running a small batch file which starts KSP in OpenGL mode: With Dynamic Texture Loader Standard (without DynamicTextureLoader) Standard Startup Standard Startup GCMonitor Task Manager Video Card GCMonitor Task Manager Video Card Initial Menu 3386Mb 2994Mb 664Mb Initial Menu 3831Mb 3538Mb 909Mb Space Center 3713Mb 3331Mb 762Mb Space Center Crash VAB 3906Mb 3519Mb 780Mb VAB Loaded small ship Crash Loaded small ship OpenGL Video card memory maxed OpenGL Video card memory maxed Initial Menu 2270Mb 2019Mb Initial Menu 2270Mb 2324Mb Space Center 2559Mb 2220Mb Space Center 2559Mb 2313Mb VAB 2705Mb 2352Mb VAB 2725Mb 2370Mb Loaded small ship 2864Mb 2501Mb Loaded small ship 270Mb 2390Mb Launch to orbit 2930Mb 2592Mb Launch to orbit 2901Mb 2549mb Edited December 28, 2015 by linuxgurugamer Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 5 minutes ago, linuxgurugamer said: Ok. I just ran a bunch of tests, here are the results. My conclusion is that the mod does appear to be saving some memory, but not enough for it to be worth it for me. And OpenGL saves more memory than this mod does. In the table below, "Standard Startup" means that I'm just double-clicking on the KSP icon, OpenGL means that I'm running a small batch file which starts KSP in OpenGL mode: With Dynamic Texture Loader Standard (without DynamicTextureLoader) Standard Startup Standard Startup GCMonitor Task Manager Video Card GCMonitor Task Manager Video Card Initial Menu 3386Mb 2994Mb 664Mb Initial Menu 3831Mb 3538Mb 909Mb Space Center 3713Mb 3331Mb 762Mb Space Center Crash VAB 3906Mb 3519Mb 780Mb VAB Loaded small ship Crash Loaded small ship OpenGL Video card memory maxed OpenGL Video card memory maxed Initial Menu 2270Mb 2019Mb Initial Menu 2270Mb 2324Mb Space Center 2559Mb 2220Mb Space Center 2559Mb 2313Mb VAB 2705Mb 2352Mb VAB 2725Mb 2370Mb Loaded small ship 2864Mb 2501Mb Loaded small ship 270Mb 2390Mb Launch to orbit 2930Mb 2592Mb Launch to orbit 2901Mb 2549mb Hmmm... The graphics is maxed on OpenGL, yet the system memory usage is virtually unchanged? I'm wondering if you are using shared system/graphics memory? in spillover? In which case you probably won't notice it in the KSP memory usage. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) Speaking of spillover, the text goes off the page on the zoom level that I'm using. If I go up one zoom level it's fine though. Also, from that data, it looks like it actually does a little better without Dynamic Texture Loader when OpenGL is forced. I use the -force-opengl line as well and I didn't notice much of an improvement with DTL on, not enough to be worth dealing with the lag times. @linuxgurugamer How big is your modlist? Maybe I can do some analysis of my own so that we have more than one datapoint to compare. Also, how do I view the video card number? Edited December 29, 2015 by smjjames Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 yes, but why isn't it doing anything in standard mode? Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 Just now, linuxgurugamer said: yes, but why isn't it doing anything in standard mode? My guess is that there is a mod preventing DTL from working properly. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 @rbray89 @linuxgurugamer How do I find the video card memory usage like that in the table above? Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) you mentioned that opengl and dx11 both write to video ram first, then spillover to system ram, whereas dx9 caches in system ram first. in theory, does this mean i should be using -force-dx9 for best results (or the default settings, in other words)? i have 3gb of vram (gtx 780ti) and 8gb of system ram (although obviously ksp32 can only address the first 4gb). secondly, does the kopernicus planetary texture unloader also reduce the texture load of the stock kerbal system (assuming i don't add any new planets)? Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 @smjjames https://www.techpowerup.com/gpuz/ Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 14 minutes ago, speedwaystar said: you mentioned that opengl and dx11 both write to video ram first, then spillover to system ram, whereas dx9 caches in system ram first. in theory, does this mean i should be using -force-dx9 for best results (or the default settings, in other words)? i have 3gb of vram (gtx 780ti) and 8gb of system ram (although obviously ksp32 can only address the first 4gb). Personally, I recommend DX11 if your system can use it, then dx9 then OpenGL. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) okay, i'm busy compiling a spreadsheet. will report back. https://docs.google.com/spreadsheets/d/1C21awBSQD-onXUbfEyxZWG7e-j3a_iQ-gP6IFwZijZY/edit?usp=sharing Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) To force dx11, you just do -force-dx11, right? And I think I'll make my own spreadsheet too actually. Here's my thing: https://docs.google.com/spreadsheets/d/1btlHDaOM5IIqKOUUO11ETg9IrX703aTkjepwfilBXQ8/edit#gid=0 Edited December 29, 2015 by smjjames Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 57 minutes ago, smjjames said: @rbray89 @linuxgurugamer How do I find the video card memory usage like that in the table above? I use GPU-Z 1 hour ago, smjjames said: Speaking of spillover, the text goes off the page on the zoom level that I'm using. If I go up one zoom level it's fine though. Also, from that data, it looks like it actually does a little better without Dynamic Texture Loader when OpenGL is forced. I use the -force-opengl line as well and I didn't notice much of an improvement with DTL on, not enough to be worth dealing with the lag times. @linuxgurugamer How big is your modlist? Maybe I can do some analysis of my own so that we have more than one datapoint to compare. Also, how do I view the video card number? I have between 166 and 170 mods installed (166 via CKAN, and one or two by hand) Use GPU-Z for the video card info 1 hour ago, rbray89 said: My guess is that there is a mod preventing DTL from working properly. yes, but which one, and how can I figure it out without deleting 166 mods one at a time? Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) 1 hour ago, smjjames said: To force dx11, you just do -force-dx11, right? And I think I'll make my own spreadsheet too actually. yep. -force-opengl, -force-dx9, -force-dx11 edit: -force-opengl, -force-d3d9, -force-d3d11 also, -popupwindow is useful to force borderless backdrop mode. Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 Anyways, mine is pretty heavily modded, so, testing that will take a while, I'm also planning on doing it in pure stock to have a baseline. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 24 minutes ago, smjjames said: To force dx11, you just do -force-dx11, right? And I think I'll make my own spreadsheet too actually. -force-d3d11 Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 5 minutes ago, linuxgurugamer said: -force-d3d11 Would both that and -force-dx11 work? Going to try using that though. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 2 minutes ago, smjjames said: Would both that and -force-dx11 work? Going to try using that though. both what and -force-dx11? Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 Just now, speedwaystar said: both what and -force-dx11? Uh, what I quoted? I was asking if using -force-dx11 actually works or whether I have to use -force-d3d11, or vice versa. Link to comment Share on other sites More sharing options...
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