linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 5 hours ago, rbray89 said: 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. 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. I posted my ckan file a few minutes ago, here is my compressed gamedata file: https://www.dropbox.com/s/5dhvlq6uponpec1/GameData.zip?dl=0 The compessed file is about half a gig Bandwidth is free for me (FIOS) :-) I should note that my video setup is 4 HD screens (all off of one video card), but I'm playing KSP on a single screen in 1920x1080 Link to comment Share on other sites More sharing options...
Euclide Posted December 29, 2015 Share Posted December 29, 2015 Wonderful! Thank you! Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 13 minutes ago, Euclide said: Wonderful! Thank you! Really hope you can figure this out. There are a number of mods I'm not using because of space issues, would really love to use them. While I don't have time for extensive testing, feel free to ask me to try a new version. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 8 hours ago, rbray89 said: 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. 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. I don't use CKAN, but I can send you a zip of the gamedata through dropbox. Link to comment Share on other sites More sharing options...
Kolago Posted December 29, 2015 Share Posted December 29, 2015 In my experience there are a fair amount of textures that are redundant. Is there a way to build checksums to find them and instead of loading them twice or more times to simply link them to a single instance. Link to comment Share on other sites More sharing options...
mcirish3 Posted December 29, 2015 Share Posted December 29, 2015 Thank You, for another hugely understated yet significant contribution to KSP. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 @rbray89 Here is my zipped up gamedata folder: https://www.dropbox.com/s/w6zclkjy550mhdh/GameData.zip?dl=0 I'll see how the 1.4 version performs. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted December 29, 2015 Share Posted December 29, 2015 12 hours ago, smjjames said: Would both that and -force-dx11 work? Going to try using that though. According to Unity's documentation, it's -force-d3d11 only. (Maybe KSP has some kind of internal switch to let -force-dx11 work, but I wouldn't tempt fate.) Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 6 hours ago, sarbian said: @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 That's a decent Idea.... I use MSI afterburner myself. I wish unity had some profiling objects available so we could display memory usage. 2 hours ago, linuxgurugamer said: Really hope you can figure this out. There are a number of mods I'm not using because of space issues, would really love to use them. While I don't have time for extensive testing, feel free to ask me to try a new version. Will do. 50 minutes ago, Kolago said: In my experience there are a fair amount of textures that are redundant. Is there a way to build checksums to find them and instead of loading them twice or more times to simply link them to a single instance. Not a good way of doing this aside from in the texture loader. Though I guess we *Could* override it like ATM does. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) 8 hours ago, rbray89 said: Procedure: Perform entire load to craft once. Then restart KSP using the different graphics profiles. Settings: full texture resolution, windowed, 1280x720 I'm doing that procedure before getting numbers from the different graphics profiles. Also, I've had what appears to be a vid card crash and recovery already (combined with a KSP crash I think) with the -force-d3d11, currently checking OpenGL. Also, the first initial load with force dx11 was fine, so, I don't know what happened. https://docs.google.com/spreadsheets/d/1btlHDaOM5IIqKOUUO11ETg9IrX703aTkjepwfilBXQ8/edit?usp=sharing 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 7 minutes ago, smjjames said: I'm doing that procedure before getting numbers from the different graphics profiles. Also, I've had what appears to be a vid card crash and recovery already (combined with a KSP crash I think) with the -force-d3d11, currently checking OpenGL. Also, the first initial load with force dx11 was fine, so, I don't know what happened. https://docs.google.com/spreadsheets/d/1btlHDaOM5IIqKOUUO11ETg9IrX703aTkjepwfilBXQ8/edit?usp=sharing I've been seeing weird stuff from my Nvidia driver this week with/without DTL. I update it on a regular basis, and last update was rather recently. Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 I use NVIDIA myself, Geforce GTX 765m Link to comment Share on other sites More sharing options...
sarbian Posted December 29, 2015 Share Posted December 29, 2015 54 minutes ago, rbray89 said: That's a decent Idea.... I use MSI afterburner myself. I wish unity had some profiling objects available so we could display memory usage. On windows I could look into adding some native call fpr GPU memory to GC Monitor. All the needed code is around with open licences. On other system I guess the same is doable but that will require more research on my side (I can test Linux, not OSX). Looks like a fun project Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 @rbray89 Looks like having DTL plus -force-opengl helps reduce RAM usage by ~100mb, not sure if you're expecting the margin to be larger rhan what I'm seeing, but it's a start at least. Forcing dx11 seems worse with DTL than without for some reason. Going to try that one again though. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 14 minutes ago, sarbian said: On windows I could look into adding some native call fpr GPU memory to GC Monitor. All the needed code is around with open licences. On other system I guess the same is doable but that will require more research on my side (I can test Linux, not OSX). Looks like a fun project Hmmm... actually, I think this could be used as a standalone mod... One that alerts players when their memory is low, letting them exit gracefully rather than loose progress? Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 1 minute ago, rbray89 said: Hmmm... actually, I think this could be used as a standalone mod... One that alerts players when their memory is low, letting them exit gracefully rather than loose progress? GCmonitor already does that for me. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 3 minutes ago, smjjames said: @rbray89 Looks like having DTL plus -force-opengl helps reduce RAM usage by ~100mb, not sure if you're expecting the margin to be larger rhan what I'm seeing, but it's a start at least. Forcing dx11 seems worse with DTL than without for some reason. Going to try that one again though. I'd expect results like these: https://docs.google.com/spreadsheets/d/1K4PbZKUeqfnJEiDWATf0VlVAzFRFbTGuQV2krammYYo/edit?usp=sharing This is what I recorded from my KSP sessions. 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: I'd expect results like these: https://docs.google.com/spreadsheets/d/1K4PbZKUeqfnJEiDWATf0VlVAzFRFbTGuQV2krammYYo/edit?usp=sharing This is what I recorded from my KSP sessions. What I'm seeing with OpenGL looks similar, or rather is following the same trend. However, with forcing DX11, the only thing that is significantly helped is video memory usage since without DTL, video memory was hitting the top. Link to comment Share on other sites More sharing options...
SpaceplaneAddict Posted December 29, 2015 Share Posted December 29, 2015 Praise is not enough. You are a god. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 The 1.4 pre-release should help with loading times after the initial load of parts (eg. Go to VAB and load your craft. Next time you load them up it should be much faster)... https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.4 I just looked over the hash values, and it 3 hours ago, Kolago said: In my experience there are a fair amount of textures that are redundant. Is there a way to build checksums to find them and instead of loading them twice or more times to simply link them to a single instance. I just implemented a texture loader, so I'll be attempting this next. Looks like there are several textures that are the same for mods at least that we should be able to trim down. Link to comment Share on other sites More sharing options...
Kolago Posted December 29, 2015 Share Posted December 29, 2015 58 minutes ago, rbray89 said: I just implemented a texture loader, so I'll be attempting this next. Looks like there are several textures that are the same for mods at least that we should be able to trim down. You are my hero! In my KSP installation with 87 mods are about 150 MB in 759 DDS Files redundant. I aspect a memory load reduction of around 100 MB. Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 Added a new release that adresses @Kolago's thoughts. Still in pre-release. Waiting for people to tell me if it is worthy or not.https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.4 Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 (edited) 23 minutes ago, Kolago said: You are my hero! In my KSP installation with 87 mods are about 150 MB in 759 DDS Files redundant. I aspect a memory load reduction of around 100 MB. Well, here it is: https://github.com/rbray89/DynamicTextureLoader/releases/tag/DTL-1.4 It was a lot easier than I thought it would be, as I was already generating the MD5 Hashes. Go ahead and try it out, but I can guarantee it won't save that much memory saved compared to the first DTL release as we were already shrinking those textures That being said, I did notice a small change (30MB-50MB) with my test install, and if you had a craft with parts that use duplicate textures or non-part mods that duplicate textures you'll likely notice a difference. 3 hours ago, sarbian said: On windows I could look into adding some native call fpr GPU memory to GC Monitor. All the needed code is around with open licences. On other system I guess the same is doable but that will require more research on my side (I can test Linux, not OSX). Looks like a fun project Ah, I didn't relize you were the author of GC monitor! Cool! Looking forward to it! Edited December 29, 2015 by rbray89 Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 29, 2015 Share Posted December 29, 2015 DTL 1-4 very strongly decreases the framerate, when I build the first part of the new ship (but not for long time 4-7 sec.) in VAB/SPH (Started with DTL 1-3) ---------- i7, 8 gb, -force-d3d11, x32KSP Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 1 minute ago, *MajorTom* said: DTL 1-4 very strongly decreases the framerate, when I build the first part of the new ship (but not for long time 4-7 sec.) in VAB/SPH (Started with DTL 1-3) ---------- i7, 8 gb, -force-d3d11, x32KSP I think this is because it is caching the texture to disk. We might be able to do that at load instead of runtime though. It would eat up disk space, but would stop the pause while it saves the texture. That being said, it doesn't happen for all textures does it? Maybe it is attempting a re-load? I'll have to look into this. I'm starting to think that the textures were unloaded, but not signaled as such, so when a part is added it tries to perform an unload when the new part is added. Link to comment Share on other sites More sharing options...
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