*MajorTom* Posted December 29, 2015 Share Posted December 29, 2015 ....and framerate drop then i rotate camera around my new ship in SPH (i dont see this earlier) . is it load/unload also textures of background cars,kerbals etc in hangar? Link to comment Share on other sites More sharing options...
rbray89 Posted December 29, 2015 Author Share Posted December 29, 2015 3 minutes ago, *MajorTom* said: ....and framerate drop then i rotate camera around my new ship in SPH (i dont see this earlier) . is it load/unload also textures of background cars,kerbals etc in hangar? Nope. We don't touch anything but part textures. We do perform garbage collection and asset unloading when transitioning scenes though to try and save memory when scene transitions occur. Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 29, 2015 Share Posted December 29, 2015 (edited) Very sorry, but while 1-4 is so slow at building, I will probably be back to 1-2. By the way, these textures hangars always in memory? Maybe they can unload when we're not in them, but in space? And then bulk load (for example when returning from space to space center)? Or will the frame rates drop? Edited December 29, 2015 by *MajorTom* Link to comment Share on other sites More sharing options...
Kolago Posted December 29, 2015 Share Posted December 29, 2015 (edited) I see some texture problems (under OpenGL in my case) for parts that reuse textures like SXT. Textures are black. SXT - Stock eXTension [Defunct link removed by a moderator] Edited August 28, 2022 by James Kerman link removed Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 29, 2015 Share Posted December 29, 2015 1 hour ago, rbray89 said: 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 I'll take a look at this later this evening Sounds interesting and promising BTW, can you please put the version number into the file name? It would help avoid issues with multiple downloads. Thanks LGG Link to comment Share on other sites More sharing options...
smjjames Posted December 29, 2015 Share Posted December 29, 2015 (edited) @rbray89 While this version looks promising, could you at least do something about the fact that when you load a ship in the VAB/SPH, it has a heavy framerate drop for over a minute, especially for large craft.. Also, when I went to a probe craft which I had in orbit of Ike before I installed DTL, I got hit by heavy lag and framerate drop which kept going and wouldn't go away. I don't know if the fact that the RAM usage is at 3586 had anything to do with it. Restarting anyway because of that and trying again. Edit: I'm going to open taskmanager and GPU-Z and observe what is happening during the lagspiking, edit2: The lag time didn't last as long the second time. And yeah, 1.4 slows down building time by a lot because theres upwards of 5 to 20 seconds of lagspiking. 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 Ok, I just tried out 1.4, with a standard startup. No change from before. Link to comment Share on other sites More sharing options...
Black-Talon Posted December 30, 2015 Share Posted December 30, 2015 I have a curiosity question since you're saying this doesn't unload cloud textures, only part textures. Does EVE already unload textures of distant planets? Could it do that using this same technique? Link to comment Share on other sites More sharing options...
smjjames Posted December 30, 2015 Share Posted December 30, 2015 (edited) @rbray89 Can't you do something about the lag that happens when I switch to another ship that's in orbit? The lag stays around for like over a minute, two minutes I think..... DTL helps some with the memory issues, but the lagspiking is becoming a real dealbreaker here. edit2: The lagspiking is still there even after I leave a particular craft and come back to it, I'm going to remove DTL until that problem is dealt with because it's not worth the memory savings. Edited December 30, 2015 by smjjames Link to comment Share on other sites More sharing options...
sarbian Posted December 30, 2015 Share Posted December 30, 2015 The plugin is not even 5 days old. Don't ask for a perfect lowmem lagfree experience when he is still working on other quirks... Link to comment Share on other sites More sharing options...
smjjames Posted December 30, 2015 Share Posted December 30, 2015 Yeah I know, I'm just setting it aside as it's too much for me while playing. Also, I've realized that I probably sound a bit rude or demanding in the previous post, I didn't mean to be rude or demanding, sorry. Link to comment Share on other sites More sharing options...
rbray89 Posted December 30, 2015 Author Share Posted December 30, 2015 29 minutes ago, smjjames said: @rbray89 Can't you do something about the lag that happens when I switch to another ship that's in orbit? The lag stays around for like over a minute, two minutes I think..... DTL helps some with the memory issues, but the lagspiking is becoming a real dealbreaker here. edit2: The lagspiking is still there even after I leave a particular craft and come back to it, I'm going to remove DTL until that problem is dealt with because it's not worth the memory savings. This is with the pre-release 1.4 version right? did 1.3 have this problem? 5 minutes ago, sarbian said: The plugin is not even 5 days old. Don't ask for a perfect lowmem lagfree experience when he is still working on other quirks... Such is the life of modders Link to comment Share on other sites More sharing options...
smjjames Posted December 30, 2015 Share Posted December 30, 2015 6 minutes ago, rbray89 said: This is with the pre-release 1.4 version right? did 1.3 have this problem? Pre-release 1.4, yeah. I don't remember if 1.3 had that problem, should check. Link to comment Share on other sites More sharing options...
Black-Talon Posted December 30, 2015 Share Posted December 30, 2015 Another curiosity question, the load up of memory into video ram would indicate that things like turning aero off (which uses video memory I believe?) would actually free up memory for parts? Definitely something I didn't know ... planning to try that out. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 30, 2015 Share Posted December 30, 2015 i guess also running fullscreen, rather than borderless, might free some system ram if you're strapped. we're talking small beer here though--you're not going to recover more than a few 100k i.e. one more scene change before the memory leak kills you. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 30, 2015 Share Posted December 30, 2015 8 minutes ago, speedwaystar said: i guess also running fullscreen, rather than borderless, might free some system ram if you're strapped. we're talking small beer here though--you're not going to recover more than a few 100k i.e. one more scene change before the memory leak kills you. Why would that be? Textures would still be the same Link to comment Share on other sites More sharing options...
Sneaky Bstard Sword Posted December 30, 2015 Share Posted December 30, 2015 I wish I had known about this BEFORE I doubled my PC's RAM specifically for KSP... Well, I guess 16 gigs of RAM will come in handy some day I hope Link to comment Share on other sites More sharing options...
mcirish3 Posted December 30, 2015 Share Posted December 30, 2015 1 minute ago, Sneaky Bstard Sword said: I wish I had known about this BEFORE I doubled my PC's RAM specifically for KSP... Well, I guess 16 gigs of RAM will come in handy some day I hope ah you can always find more mods to add. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 30, 2015 Share Posted December 30, 2015 7 hours ago, Sneaky Bstard Sword said: I wish I had known about this BEFORE I doubled my PC's RAM specifically for KSP... Well, I guess 16 gigs of RAM will come in handy some day I hope if i'm not mistaken, KSP 1.1 will be running on Unity 5.0 which is 64bit, and thus capable of utilizing all your 16 gigs. Link to comment Share on other sites More sharing options...
rbray89 Posted December 30, 2015 Author Share Posted December 30, 2015 14 hours ago, sarbian said: The plugin is not even 5 days old. Don't ask for a perfect lowmem lagfree experience when he is still working on other quirks... Hey @sarbian, any idea what I'm doing wrong here? I need to update old texture references to new ones, but this doesn't seem to work: foreach(UrlDir.UrlConfig config in GameDatabase.Instance.root.AllConfigs) { ConfigNode model = config.config.GetNode("MODEL"); if (config.type == "PART" && model != null) { int i = 0; string value = model.GetValue("texture", i); while(value != null) { String replace = ",[ ]*" + urlFile.url; if(Regex.IsMatch(value, replace)) { model.SetValue("texture", Regex.Replace(value, replace, ", " + texInfo.texture.name), i); } i++; value = model.GetValue("texture", i); } } } At this point it is one of the last items for me to address. I discovered the lag issue was a dumb omission, and everything else works brilliantly. Link to comment Share on other sites More sharing options...
speedwaystar Posted December 30, 2015 Share Posted December 30, 2015 14 hours ago, linuxgurugamer said: Why would that be? Textures would still be the same i seem to recall that fullscreen mode partially unloads your desktop, freeing some system ram, whereas windowed mode doesn't. the amount is pretty trivial in any case. Link to comment Share on other sites More sharing options...
sarbian Posted December 30, 2015 Share Posted December 30, 2015 (edited) @rbray89 You want to replace the string after the first comma ? I would do that, but you may just need the Regex.Escape part to make it work String replace = @"(.*),\s*" + Regex.Escape(urlFile.url); if(Regex.IsMatch(value, replace)) { model.SetValue("texture", Regex.Replace(value, replace, "$1, " + texInfo.texture.name), i); } Edit : you re sure that urlFile.url is what you need ? (I forgot the exact content of that... path, path + cfg name ?) Edited December 30, 2015 by sarbian Link to comment Share on other sites More sharing options...
rbray89 Posted December 30, 2015 Author Share Posted December 30, 2015 18 minutes ago, sarbian said: @rbray89 You want to replace the string after the first comma ? I would do that, but you may just need the Regex.Escape part to make it work String replace = @"(.*),\s*" + Regex.Escape(urlFile.url); if(Regex.IsMatch(value, replace)) { model.SetValue("texture", Regex.Replace(value, replace, "$1, " + texInfo.texture.name), i); } Edit : you re sure that urlFile.url is what you need ? (I forgot the exact content of that... path, path + cfg name ?) Yeah... I forgot about Escaping... urlFile.url is what we need. Still doesn't seem to work... I'm doing this in the Texture Loader... does it have to be done later perhaps? Link to comment Share on other sites More sharing options...
Sneaky Bstard Sword Posted December 30, 2015 Share Posted December 30, 2015 6 hours ago, speedwaystar said: if i'm not mistaken, KSP 1.1 will be running on Unity 5.0 which is 64bit, and thus capable of utilizing all your 16 gigs. Thing is, I'm already on Linux 64-bit. Ah, well, time to spam-click checkboxes in CKAN. Link to comment Share on other sites More sharing options...
sarbian Posted December 30, 2015 Share Posted December 30, 2015 44 minutes ago, rbray89 said: Yeah... I forgot about Escaping... urlFile.url is what we need. Still doesn't seem to work... I'm doing this in the Texture Loader... does it have to be done later perhaps? no it should be early enough. Did you have a look at ModuleManager.ConfigCache (if you have MM) to see if the change worked ? Link to comment Share on other sites More sharing options...
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