Jump to content

Open letter to Ksp


Recommended Posts

Dear KSP

You are a great game and I want you grant the following permission

TO USE MY GRAPHICS CARD

and for no price whatsoever

ThanK You

322997am

ps: the point is load the textures onto the graphics card and not anything else.

Link to comment
Share on other sites

8 minutes ago, 322997am said:

Dear KSP

You are a great game and I want you grant the following permission

TO USE MY GRAPHICS CARD

and for no price whatsoever

ThanK You

322997am

ps: the point is load the textures onto the graphics card and not anything else.

Well the textures and assorted stuff use a few GB of normal RAM, but using vRAM before normal RAM sounds like a good idea.

Link to comment
Share on other sites

8 minutes ago, BloodDusk said:

Maybe some physics calculations could be offset to the GPU? No, I'm not talking about CUDA or PhysX.

If you aren't talking about CUDA and PhysX then what are you talking about?  That is the only way to move processing to the GPU.

Link to comment
Share on other sites

5 minutes ago, BloodDusk said:

Considering console port...Maybe it's time to consider making a dedicated engine for KSP?

Squad isn't big enough for that, and even if they hired a bunch of people started today you wouldn't see it for 5 to 10 years.  You don't just throw a game engine together overnight.

Link to comment
Share on other sites

5 minutes ago, Alshain said:

If you aren't talking about CUDA and PhysX then what are you talking about?  That is the only way to move processing to the GPU.

Something else. If you don't have a nVidia GPU, CUDA and PhysX are offloaded to the CPU, which is exactly the same as what we have now.

Link to comment
Share on other sites

1 minute ago, BloodDusk said:

Something else. If you don't have a nVidia GPU, CUDA and PhysX are offloaded to the CPU, which is exactly the same as what we have now.

There is nothing else.  I don't think you know what CUDA and PhysX are.  There is no offloading them to the CPU, if you don't have Nvidia, it just don't happen at all.

Link to comment
Share on other sites

1 hour ago, Gaarst said:

Don't the -forced3d11 (or -d3d11, not sure) and -forceopengl tricks transfer some RAM usage to VRAM ?

Its -force-d3d11 and it does get the game to offload some of the textures to VRAM (things related to planets and PQS can't be because of how the game is coded but part textures can be). Because its fickle about what offloads and what doesnt, your milage may vary, but I've personally observed RAM savings as high as 40% and in 1.0.5, there are virtually no graphical artifacts. There are some framerate issues relating to certain shaders, but its a small price to pay for taking yourself out of the danger zone for memory leak crashes.

Link to comment
Share on other sites

2 hours ago, legoclone09 said:

Well the textures and assorted stuff use a few GB of normal RAM, but using vRAM before normal RAM sounds like a good idea.

I was saying to have the textures and anything that can be loaded onto the gpu without much trouble should as that is what allows a lot of video games to function properly.

Also who rated this 1 star. Y u do that?

Link to comment
Share on other sites

1 hour ago, BloodDusk said:

That is correct for CUDA, but not for PhysX.

Depends on what you are referring to as "PhysX".  It can have a couple of meanings.  1. It's a software based physics engine. 2. It's shorthand for PhysX GPU Hardware Acceleration.  The former cannot be done differently without a game engine change.  The latter can not be done without a game engine change.

Hmm, I guess it didn't depend on anything really.

2 hours ago, 322997am said:

I was saying to have the textures and anything that can be loaded onto the gpu without much trouble should as that is what allows a lot of video games to function properly.

Also who rated this 1 star. Y u do that?

Nothing can be loaded onto the GPU.  That seriously makes no sense, which is probably why someone rated it one star.

Link to comment
Share on other sites

6 hours ago, Gaarst said:

Don't the -forced3d11 (or -d3d11, not sure) and -forceopengl tricks transfer some RAM usage to VRAM ?

They do. What's actually going on I've been told is that the default DirectX 9 mode duplicates the textures - once in the graphics memory where they're needed, and again in the system RAM where it doesn't need them.

Anyway, the issue is already fixed in DX11 and OGL modes. KSP 1.1 is expected to move to DirectX 11 as the default, so it shouldn't be a problem any more.

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...