linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 25 minutes ago, smjjames said: 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. I don't mind trying out new versions, but I don't have time to do extensive testing to find if there is a conflict or not. I'm pretty busy with my own mods right now :-) Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 Well, doing it in a near-pure stock is a good way to get a baseline. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) urg, sorry, my bad... substitute -force-d3d9 and -force-d3d11 for -force-dx9/11 wherever they occur >_< Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
Proot Posted December 29, 2015 Share Posted December 29, 2015 (edited) Congratulations, you are in Modding Mondays! Absolutely deserved, as always. This is a clever and skilled piece work. Very-very-very useful. Many thanks Ryan! this game would not be the same without you!! Edited December 29, 2015 by Proot Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) well this is decidedly odd. With Dynamic Texture Loader Without Dynamic Texture Loader GCMonitor Task Manager Video Card GCMonitor Task Manager Video Card -force-d3d9 -force-d3d9 Initial Menu 3577 3218 1200.0 Initial Menu crash Space Center 3674 3318 583.6 Space Center VAB 3763 3427 399.3 VAB Loaded Kerbal X crash Loaded Kerbal X Launch Pad Launch Pad Mechjeb Circularize Mechjeb Circularize -force-d3d11 -force-d3d11 Initial Menu 2767 2418 307.2 Initial Menu 2741 2392 307.2 Space Center 2899 2535 798.7 Space Center 2864 2515 798.7 VAB 3005 2652 399.3 VAB 2981 2628 399.3 Loaded Kerbal X 3220 2855 460.8 Loaded Kerbal X 3149 2779 460.8 Launch Pad 3245 2885 1050.0 Launch Pad 3194 2819 1080.0 Mechjeb Circularize 3284 2911 399.3 Mechjeb Circularize 3171 2831 430.1 -force-opengl -force-opengl Initial Menu 2359 2021 952.3 Initial Menu 2395 2077 952.3 Space Center 2444 2122 491.5 Space Center 2448 2142 491.5 VAB 2503 2185 276.5 VAB 2527 2207 276.5 Loaded Kerbal X 2739 2416 276.5 Loaded Kerbal X 2632 2305 276.5 Launch Pad 2791 2443 245.0 Launch Pad 2711 2396 245.0 Mechjeb Circularize 2763 2469 276.5 Mechjeb Circularize 2706 2391 276.5 SUM 15599 13656 2518.3 SUM 15419 13518 2518.3 with opengl and dx11 i get an average INCREASE in system memory load of between 50 and 100k (KSP.exe private bytes) with Dynamic Texture Loader active. the real winner (well, kind of) is dx9 which can actually load and run the game with Dynamic Texture Loader, eventually crashing in the VAB on ship load. mods used: thoughts? https://docs.google.com/spreadsheets/d/1C21awBSQD-onXUbfEyxZWG7e-j3a_iQ-gP6IFwZijZY/edit?usp=sharing Edited December 29, 2015 by speedwaystar add link Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) I'm seeing similar results where it actually performs a bit better with OpenGL and without DTL. Also, while DTL does help with video memory usage, the results for memory usage in general seems mixed. https://docs.google.com/spreadsheets/d/1btlHDaOM5IIqKOUUO11ETg9IrX703aTkjepwfilBXQ8/edit?usp=sharing Working on the near-pure stock install portion. Edited December 29, 2015 by smjjames Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) as i understand it, the base game simply loads every single texture into memory, even if it's never used. i presume DTL attempts to forcibly unload them, then reload actually needed textures on demand. if that's so then any addon which iterates through the entire parts list assuming it to be permanently in memory might trigger DTL to load on demand, essentially reloading everything again. any thoughts on which mods might interfere with DTL in this way? DistantObject? TextureReplacer? VesselView? grasping at straws here. Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) 16 minutes ago, speedwaystar said: well this is decidedly odd. With Dynamic Texture Loader Without Dynamic Texture Loader GCMonitor Task Manager Video Card GCMonitor Task Manager Video Card -force-d3d9 -force-d3d9 Initial Menu 3577 3218 1200.0 Initial Menu crash Space Center 3674 3318 583.6 Space Center VAB 3763 3427 399.3 VAB Loaded Kerbal X crash Loaded Kerbal X Launch Pad Launch Pad Mechjeb Circularize Mechjeb Circularize -force-d3d11 -force-d3d11 Initial Menu 2767 2418 307.2 Initial Menu 2741 2392 307.2 Space Center 2899 2535 798.7 Space Center 2864 2515 798.7 VAB 3005 2652 399.3 VAB 2981 2628 399.3 Loaded Kerbal X 3220 2855 460.8 Loaded Kerbal X 3149 2779 460.8 Launch Pad 3245 2885 1050.0 Launch Pad 3194 2819 1080.0 Mechjeb Circularize 3284 2911 399.3 Mechjeb Circularize 3171 2831 430.1 -force-opengl -force-opengl Initial Menu 2359 2021 952.3 Initial Menu 2395 2077 952.3 Space Center 2444 2122 491.5 Space Center 2448 2142 491.5 VAB 2503 2185 276.5 VAB 2527 2207 276.5 Loaded Kerbal X 2739 2416 276.5 Loaded Kerbal X 2632 2305 276.5 Launch Pad 2791 2443 245.0 Launch Pad 2711 2396 245.0 Mechjeb Circularize 2763 2469 276.5 Mechjeb Circularize 2706 2391 276.5 SUM 15599 13656 2518.3 SUM 15419 13518 2518.3 with opengl and dx11 i get an average INCREASE in system memory load of between 50 and 100k (KSP.exe private bytes) with Dynamic Texture Loader active. the real winner (well, kind of) is dx9 which can actually load and run the game with Dynamic Texture Loader, eventually crashing in the VAB on ship load. thoughts? https://docs.google.com/spreadsheets/d/1C21awBSQD-onXUbfEyxZWG7e-j3a_iQ-gP6IFwZijZY/edit?usp=sharing What windows version are you running? what is your mod list? The thing that concerns me with DX9 is that you are already so close to the mem limit. The other thing that I'm having trouble understanding is why there is no difference in your graphics memory for DX11/OpenGL and why the memory usage is so low. On a KSP version loaded with mods that starts up normally around those marks I see a LOT more usage of graphics memory. Are you running with half-textures? Note that only part mods are affected as well. Graphics mod textures like EVE won't be impacted. Also, I'd expect the DX9 graphics mem to be much lower. Edited December 29, 2015 by rbray89 Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) 20 minutes ago, rbray89 said: What windows version are you running? what is your mod list? windows 10 pro fast ring build 11082. mod list is: 20 minutes ago, rbray89 said: The other thing that I'm having trouble understanding is why there is no difference in your graphics memory for DX11/OpenGL and why the memory usage is so low. On a KSP version loaded with mods that starts up normally around those marks I see a LOT more usage of graphics memory. for GPU vram load i was using GPU Meter rather than GPUZ. -- i'll check in a moment whether GPUZ returns different results. EDIT: okay, looks like GPU Meter is a load of krakens. i'll update with values from GPU-Z. GPU is GTX 780Ti, if that's relevant. Quote Are you running with half-textures? Full textures, 2560x1080 borderless, everything maxed. 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 8 minutes ago, rbray89 said: What windows version are you running? what is your mod list? The thing that concerns me with DX9 is that you are already so close to the mem limit. The other thing that I'm having trouble understanding is why there is no difference in your graphics memory for DX11/OpenGL and why the memory usage is so low. On a KSP version loaded with mods that starts up normally around those marks I see a LOT more usage of graphics memory. Are you running with half-textures? Note that only part mods are affected as well. Graphics mod textures like EVE won't be impacted. Also, I'd expect the DX9 graphics mem to be much lower. Giving the info pertaining to my spreadsheet: Using Windows 8.1, 64bit, I have texture quality on full res and render quality on beautiful. modlist: Spoiler 000_Toolbar 000_USITools AdjustableLandingGear AsteroidDay AtomicAge BahaSP CommunityResourcePack CommunityTechTree Contract Configurator contractpacks (tourism, advanced progression, field science) contractswindow+ CrowdSourcedScience CryoEngines DMagicOrbitalScience ExtraplanetaryLaunchpads Firespitter FShangarextender HeatManagement heatcontrol interstellarfuelswitch KerbalFoundries Kerbaltek kerbalstats KIS KAS KER KWRocketry MagicSmokeIndustries NearFutureElectrical NearFutureProps NearFutureSolar NearFuturePropulsion NearFutureSpacecraft NMSG NovaPunch2 ProceduralFairings RadialEngineMountsPPI RSCapsuledyne radiatortoggle SCANsat sciencealert sensiblescreenshot smartstage SpaceYHeavylifters and Expanded Squad stagerecovery surfacelights StockBugFixPlus Throttle Controlled Avionics TriggerTech tweakableeverything TweakScale UmbraSpaceIndustries (FTT, UKS (Kolonization), Karbonite, Exploration pack, Kontainers, Reactors, Orion, submarine pack) UniversalStorage WildBlueIndustries OSEworkshop Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 @speedwaystar I've been using the GPU-Z thing for memory usage. @rbray89 Does the modded KSP section of my spreadsheet look like what should be expected? Just wondering here. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) 17 minutes ago, smjjames said: @speedwaystar I've been using the GPU-Z thing for memory usage. @rbray89 Does the modded KSP section of my spreadsheet look like what should be expected? Just wondering here. I think I'd expect a bit more savings on the stock install... the results you have look like the resolution isn't set to full or something... I'd expect more savings from the modded section for sure. Think similar performance to stock or better. Also keep in mind that display size will affect graphics memory too. I think I'm going to have to start installing more mods to see where the issue lies. For reference, my "Test" install looks like this: 12/25/2015 07:52 PM <DIR> 000_Toolbar 12/25/2015 07:52 PM <DIR> B9_Aerospace 12/25/2015 07:52 PM <DIR> CommunityResourcePack 12/25/2015 07:52 PM <DIR> CrossFeedEnabler 12/25/2015 07:52 PM <DIR> DynamicTextureLoader 12/25/2015 07:52 PM <DIR> Firespitter 12/25/2015 07:52 PM <DIR> FuelTanksPlus 12/25/2015 07:52 PM <DIR> InterstellarFuelSwitch 12/25/2015 07:52 PM <DIR> JSI 12/25/2015 07:52 PM <DIR> KAX 12/25/2015 03:20 PM 1,397 KAX_ReadMe.txt 12/25/2015 07:52 PM <DIR> KineTechAnimation 12/25/2015 07:52 PM <DIR> Klockheed_Martian_Gimbal 12/25/2015 07:52 PM <DIR> KWRocketry 12/25/2015 07:52 PM <DIR> ModuleAnimateEmissive 12/25/2015 03:25 PM 60,928 ModuleManager.2.6.13.dll 12/25/2015 04:23 PM 3,405,486 ModuleManager.ConfigCache 12/25/2015 04:23 PM 148 ModuleManager.ConfigSHA 12/25/2015 04:23 PM 6,605 ModuleManager.Physics 12/25/2015 04:23 PM 44,444 ModuleManager.TechTree 12/25/2015 03:23 PM 719 ModuleManager_README.md 12/25/2015 07:52 PM <DIR> MP_Nazari 12/25/2015 07:52 PM <DIR> NearFuturePropulsion 12/25/2015 07:52 PM <DIR> OPT 12/25/2015 07:52 PM <DIR> PlanetaryBaseInc 12/25/2015 07:52 PM <DIR> RcsSounds 12/25/2015 07:52 PM <DIR> ResGen 12/25/2015 07:52 PM <DIR> SmokeScreen 12/25/2015 07:52 PM <DIR> SpaceY-Lifters 12/25/2015 07:52 PM <DIR> Squad 12/25/2015 06:05 PM 852 toolbar-settings.dat 12/25/2015 07:52 PM <DIR> Virgin Kalactic 12/25/2015 07:52 PM <DIR> WarpPlugin If anyone has a .ckan file that they can share that has a ton of part mods installed where you are seeing less than great performance, that'd be great. Edited December 29, 2015 by rbray89 Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 2 minutes ago, rbray89 said: I think I'd expect a bit more savings on the stock install... the results you have look like the resolution isn't set to full or something... I'd expect more savings from the modded section for sure. Think similar performance to stock or better. Also keep in mind that display size will affect graphics memory too. I play in windowed mode but with it 'fullscreen in that it takes up the screen. Anyway, it seems a bit worse when using OpenGL with DTL, but when I use force dx11, it's not all that much better. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 okay, here are my new results for -force-opengl, with and without DTL, using GPUZ for vram load. With Dynamic Texture Loader Without Dynamic Texture Loader -force-opengl -force-opengl Initial Menu 2414 2094 2035 Initial Menu 2364 2027 2760 Space Center 2500 2188 2068 Space Center 2445 2144 2813 VAB 2570 2254 2073 VAB 2529 2212 2818 Loaded Kerbal X 2818 2490 2115 Loaded Kerbal X 2664 2328 2828 Kerbal X on Pad 2840 2526 2119 Kerbal X on Pad 2714 2390 2840 Mechjeb Circularize 2848 2527 2115 Mechjeb Circularize 2723 2407 2846 SUM 15990 14079 12525 SUM 15439 13508 16905 DTL av ΔMB 91.8 95.2 -730.0 again, seem to be using an extra 100k system ram (roughly) across the board with DTL, but ~730MB less video ram. problem is, it's the system ram usage which crashes Unity, yes? for me, it's curtains as soon as system ram approaches 3.5GB, Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) Yeah, it's the system RAM which makes 32bit Unity crash. It doesn't neccesarily crash right at 3.5gb, but it starts the clock ticking. I'm observing similar results in my spreadsheet with the system memory going up by ~100-200MB and video memory going down by ~500-600 with force opengl plus DTL. Without DTL, system memory remains steadier. You can actually see a similar, though much smaller and more subtle, thing happening with the near pure stock testing. Though that might be within margin of error. To me, it seems like the best results are coming from -force-opengl without DTL. Edited December 29, 2015 by smjjames Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 1 minute ago, speedwaystar said: okay, here are my new results for -force-opengl, with and without DTL, using GPUZ for vram load. With Dynamic Texture Loader Without Dynamic Texture Loader -force-opengl -force-opengl Initial Menu 2414 2094 2035 Initial Menu 2364 2027 2760 Space Center 2500 2188 2068 Space Center 2445 2144 2813 VAB 2570 2254 2073 VAB 2529 2212 2818 Loaded Kerbal X 2818 2490 2115 Loaded Kerbal X 2664 2328 2828 Kerbal X on Pad 2840 2526 2119 Kerbal X on Pad 2714 2390 2840 Mechjeb Circularize 2848 2527 2115 Mechjeb Circularize 2723 2407 2846 SUM 15990 14079 12525 SUM 15439 13508 16905 DTL av ΔMB 91.8 95.2 -730.0 again, seem to be using an extra 100k system ram (roughly) across the board with DTL, but ~730MB less video ram. problem is, it's the system ram usage which crashes Unity, yes? for me, it's curtains as soon as system ram approaches 3.5GB, Not sure why it'd be eating system ram. Note that you probably shouldn't be summing these values, as they are state-based. Other than eating system ram, these values are closer to what I'd expect. And another important thing... If you are doing these tests, be sure to let it load and cache the resized textures once, then run again. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) indeed, the summation is just to get an extremely rough ballpark eyeball-style average. here's dx11 -- similar, only the kraken has eaten more system ram: With Dynamic Texture Loader Without Dynamic Texture Loader -force-d3d11 -force-d3d11 Initial Menu 2889 2549 2108.0 Initial Menu 2743 2390 2821 Space Center 3042 2685 2161.0 Space Center 2866 2513 2875 VAB 3155 2808 2176.0 VAB 3009 2650 2888 Loaded Kerbal X 3371 3014 2213.0 Loaded Kerbal X 3107 2733 2899 Launch Pad 3414 3043 2212.0 Launch Pad 3159 2796 2897 Mechjeb Circularize 3417 3048 2221.0 Mechjeb Circularize 3179 2823 2917 SUM 19288 17147 13091 SUM 18063 15905 17297 DTL av ΔMB 204.2 207.0 -701.0 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 7 minutes ago, rbray89 said: Not sure why it'd be eating system ram. Note that you probably shouldn't be summing these values, as they are state-based. Other than eating system ram, these values are closer to what I'd expect. And another important thing... If you are doing these tests, be sure to let it load and cache the resized textures once, then run again. You could have said that earlier, on the letting it load and cache the textures and then restart KSP per run. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) so load to splash screen twice before recording DTL results? yikes. Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 1 minute ago, smjjames said: You could have said that earlier, on the letting it load and cache the textures and then restart KSP per run. Sorry, I didn't think about it until just now. Looks like it shouldn't matter too much though I think. might matter more if the original graphics were PNG format though it seems. 8 minutes ago, speedwaystar said: so load to splash screen twice before recording DTL results? yikes. Actually, I'm pushing a new version that would be best to load the vessel of test first then exit You guys really don't have to do all the profile work right now. I've seen enough from your results that It substantiates my thoughts that one of your mods is holding this one back. If you have a CKAN build, that would be fantastic, or even a zip of your GameData folder if you can afford the bandwidth somewhere. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 29, 2015 Share Posted December 29, 2015 (edited) /gamedata is 1.5gb >_<;; so here's my .ckan loadout: https://drive.google.com/file/d/0BxbWHHd_ZNeTQ3g5eG4yOHo3SUk/view?usp=sharing&authkey=CKKC3qgK Edited December 29, 2015 by speedwaystar Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 3 minutes ago, speedwaystar said: /gamedata is 1.5gb >_<;; so here's my .ckan loadout: https://drive.google.com/file/d/0BxbWHHd_ZNeTQ3g5eG4yOHo3SUk/view?usp=sharing&authkey=CKKC3qgK Awesome. I'm just running a suite of tests on my current loaded install, and I'll give this a shot soon once I'm done. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 Using this release: https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.4 My Results so far: https://docs.google.com/spreadsheets/d/1K4PbZKUeqfnJEiDWATf0VlVAzFRFbTGuQV2krammYYo/edit?usp=sharing Procedure: Perform entire load to craft once. Then restart KSP using the different graphics profiles. Settings: full texture resolution, windowed, 1280x720 Link to comment Share on other sites More sharing options...
sarbian Posted December 29, 2015 Share Posted December 29, 2015 (edited) @rbray89 I suggest that you display SystemInfo.graphicsDeviceVersion (or SystemInfo.graphicsDeviceType ) somewhere so that people can be sure of the API they are running in case they did not use the exact correct launch option Edit : and SystemInfo.graphicsMemorySize could have a use too Edited December 29, 2015 by sarbian Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 6 hours ago, rbray89 said: I think I'd expect a bit more savings on the stock install... the results you have look like the resolution isn't set to full or something... I'd expect more savings from the modded section for sure. Think similar performance to stock or better. Also keep in mind that display size will affect graphics memory too. I think I'm going to have to start installing more mods to see where the issue lies. For reference, my "Test" install looks like this: 12/25/2015 07:52 PM <DIR> 000_Toolbar 12/25/2015 07:52 PM <DIR> B9_Aerospace 12/25/2015 07:52 PM <DIR> CommunityResourcePack 12/25/2015 07:52 PM <DIR> CrossFeedEnabler 12/25/2015 07:52 PM <DIR> DynamicTextureLoader 12/25/2015 07:52 PM <DIR> Firespitter 12/25/2015 07:52 PM <DIR> FuelTanksPlus 12/25/2015 07:52 PM <DIR> InterstellarFuelSwitch 12/25/2015 07:52 PM <DIR> JSI 12/25/2015 07:52 PM <DIR> KAX 12/25/2015 03:20 PM 1,397 KAX_ReadMe.txt 12/25/2015 07:52 PM <DIR> KineTechAnimation 12/25/2015 07:52 PM <DIR> Klockheed_Martian_Gimbal 12/25/2015 07:52 PM <DIR> KWRocketry 12/25/2015 07:52 PM <DIR> ModuleAnimateEmissive 12/25/2015 03:25 PM 60,928 ModuleManager.2.6.13.dll 12/25/2015 04:23 PM 3,405,486 ModuleManager.ConfigCache 12/25/2015 04:23 PM 148 ModuleManager.ConfigSHA 12/25/2015 04:23 PM 6,605 ModuleManager.Physics 12/25/2015 04:23 PM 44,444 ModuleManager.TechTree 12/25/2015 03:23 PM 719 ModuleManager_README.md 12/25/2015 07:52 PM <DIR> MP_Nazari 12/25/2015 07:52 PM <DIR> NearFuturePropulsion 12/25/2015 07:52 PM <DIR> OPT 12/25/2015 07:52 PM <DIR> PlanetaryBaseInc 12/25/2015 07:52 PM <DIR> RcsSounds 12/25/2015 07:52 PM <DIR> ResGen 12/25/2015 07:52 PM <DIR> SmokeScreen 12/25/2015 07:52 PM <DIR> SpaceY-Lifters 12/25/2015 07:52 PM <DIR> Squad 12/25/2015 06:05 PM 852 toolbar-settings.dat 12/25/2015 07:52 PM <DIR> Virgin Kalactic 12/25/2015 07:52 PM <DIR> WarpPlugin If anyone has a .ckan file that they can share that has a ton of part mods installed where you are seeing less than great performance, that'd be great. Here you go: https://www.dropbox.com/s/zlniixsib0z2wjr/installed-default.ckan?dl=0 Link to comment Share on other sites More sharing options...
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