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1.1 Performance: AMAZING, BEAUTIFUL


justspace103

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Just now, Rune said:

Edit: for example, what's up with generators? Apparently they are performance hoggers now because they make lots of calls each cycle,

I just don't see this at all at the moment. My recent LM replica was made from nearly 300 small solar panels and when landed on Mun it runs buttery smooth, timer in the green.

Just now, Rune said:

Thing is, you know I'd rather have six 50 parts ships docked together than three 100 part ones

If they are docked they are one craft of course but I see your point as multiple craft that have physics loaded will benefit a lot from the changes. Only time will tell but as seen in the Scott Manley video his station saw a doubling of the framerate which is remarkable.

 The first thing I am going to do is park both my constellation landers together and see how it runs 650/700 parts over 9 craft (Landers + rovers).

At the moment one 350 part lander runs with a yellow timer but only a fraction more of a second each second. I could not be more excited for this!!

Edited by Majorjim
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22 hours ago, Renegrade said:

 

Most of the stuff involving 'multi' is really just the chip makers scrambling desperately to justify new product sales, as single-thread performance-per-cycle is largely the same since the Pentium Pro era (like, 1996), and they haven't been able to scale up clock rate since the late P4* era (err... 2003? 2004?).   There are a lot of gotchas and caveats with SMP/multi-core/SMT programming, and no magical silver bullet to solve 'em.  I've posted extensively on these drawbacks before, and someone else made an excellent post about the problems with optimizing scheduling.

It's gotten so bad recently that there's no real upgrade path from my i7-3820, and that I'm looking very seriously at simply changing to watercooling and increasing my overclock as the next upgrade instead of any new core components.  The only real improvement that a 6xxx series CPU would offer me is DDR4, and my quad-channel DDR3 can easily give dual-channel DDR4 a run for it's money.  The 6600K I assembled for the lil lady is actually slower than my system at stock speeds (ignoring my current mild 4200mhz overclock), with only very small advantage in the DDR4 memory system.

That was a bit bleak... Even if I tend to agree...

For the right applications... Multithreading has been and is quite advantageous.

For other applications there's not alot of substitions for pure clockspeed.

In any case... it did help in games to be able to offload atleast portions of them to a 2nd processor/core or free up various OS / other programs from the core the game is running on.   

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30 minutes ago, Majorjim said:

Only time will tell but as seen in the Scott Manley video his station saw a doubling of the framerate which is remarkable.

*nitpick*  it was 250% the framerate, not double :<

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Just now, Temeter said:

*nitpick*  it was 250% the framerate, not double :<

I have dyslexia and more relevantly Dyscalculia so numbers and their processing is Greek to me so be gentle but how is going from 4/5FPS to 10FPS not a doubling of the framerate? Given that my statement was conservative.

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4 minutes ago, Majorjim said:

I have dyslexia and more relevantly Dyscalculia so numbers and their processing is Greek to me so be gentle but how is going from 4/5FPS to 10FPS not a doubling of the framerate? Given that my statement was conservative.

He said 4 to 10 fps. D:<

*nitpicking intensifies*

edit: Wait, you really got dyslexia and dyscalculia is a thing, its not just a joke? In that case, sorry. ^^'

Edited by Temeter
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Just now, Temeter said:

He said 4 to 10 fps. D:<

*nitpicking intensifies*

edit: Wait, you really got dyslexia and dyscalculia is a thing, its not just a joke? In that case, sorry. ^^'

Don't apologize mate unless you where personally responsible for the mutations in my DNA that cause those particular learning difficulties. If so, for shame. ;.;

 Oh I see, you had your pedant hat on! So, just so I don't go mad from confusion, 5FPS to 10FPS in in fact a doubling of the frame rate and we are squabbling over one frame per second? :P

 

Edited by Majorjim
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49 minutes ago, Majorjim said:

Oh I see, you had your pedant hat on! So, just so I don't go mad from confusion, 5FPS to 10FPS in in fact a doubling of the frame rate and we are squabbling over one frame per second? :P

Not to be pedantic :) but you're squabbling over a 10% difference in performance increase (1 fps out of 10), which any software dev would be estatic about (or bemoan, if it was a 10% lack).

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50 minutes ago, Majorjim said:

Don't apologize mate unless you where personally responsible for the mutations in my DNA that cause those particular learning difficulties. If so, for shame. ;.;

 What the eye does not see, the heart does not grieve over. :>

Quote

 Oh I see, you had your pedant hat on! So, just so I don't go mad from confusion, 5FPS to 10FPS in in fact a doubling of the frame rate and we are squabbling over one frame per second? :P

When that frame is a difference of 50%, then yes, it is kinda important! :P

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Just now, 5thHorseman said:

Not to be pedantic :) but you're squabbling over a 10% difference in performance increase (1 fps out of 10), which any software dev would be estatic about (or bemoan, if it was a 10% lack).

Not really squabbling, just seeking mutual clarity.

 

Just now, Temeter said:

 When that frame is a difference of 50%, then yes, it is kinda important! :P

Aggghhhhhhh! :confused: Stop this obtuse madness forthwith rapscallion!

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2 hours ago, Majorjim said:

I just don't see this at all at the moment. My recent LM replica was made from nearly 300 small solar panels and when landed on Mun it runs buttery smooth, timer in the green.

All parts that produce or consume resources currently use more cpu than they should. The reason you don't notice it with a large number of solar panels is probably that only one or two of them are actually doing anything, replacing any ec used during the frame and leaving no space for the rest of the panels to fill. If you add a large empty disabled battery to it then you should be able to notice the lag when enabling the battery. 

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Just now, Padishar said:

All parts that produce or consume resources currently use more cpu than they should. The reason you don't notice it with a large number of solar panels is probably that only one or two of them are actually doing anything, replacing any ec used during the frame and leaving no space for the rest of the panels to fill. If you add a large empty disabled battery to it then you should be able to notice the lag when enabling the battery. 

Hmm.. i will try but if they do cause lag I would have thought that many would have some effect. is it a documented bug/issue or guess work?

Edited by Majorjim
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My aging, overclocked, desktop i5 is thrilled to meet these performance enhancements you speak of :)  Like, to the point where I started testing out planet packs to see which one(s) I want for my new 1.1 career ¬_¬

(Any other game it's still perfectly adequate - tis just flipping KSP and Minecraft with their terrible optimisation that make it look bad!)

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I'm guessing the public beta will drop early this week, probably tomorrow.  Of course, we could have a round of bugfixing after the livestreams and see it get pushed back further, but I have zero issues with that considering it's basically a rewrite of the entire game.

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1 hour ago, Majorjim said:

Hmm.. i will try but if they do cause lag I would have thought that many would have some effect. is it a documented bug/issue or guess work?

Padishar added graphs and observations to support a bug report about this behavior.  (I'm no expert in this area, just going by what I read in these forums... some good posts will stick in my head for months, then I spend an hour trying to find what I vaguely remembered, lol.)

I think the performance issues Rune commented about are related to regex question and NathanKell's answer in devnote Tuesday (sadly formatting was lost in the forums migration) about the manner in which resource requests are processed on each frame.  See links for more detail. This seems to be a complex optimization problem that may improve over time, if and when new ideas come up.

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I would have had a question, if anyone can answer it please do.

 

There is a lot of custom parts out there from different mods.   A bunch of them have custom graphics.
Will these parts work in 1.1 without being re-drawn ?  I don't mind fixing the code under the hood, but will the part and it's animation (Say Balka Solar Panels), how about a custom engine (such as my FMnT280 2,5 nerva engine) ?  The rendering of old part looks a tad different, so I am quite worried since these mods aren't being maintained anymore.

Thanks
(And thank you for the links to the twitch, about to start part 2 now).

Edited by Francois424
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From what ive seen i think the game is just 100 times better now.  I have yet to try it 1st hand, but it appears that one, ground bases composed of multiple sections that are physically separate (most of my bases are like this) will be near lag free (since each building gets its own core).  Space battles should be much smoother as ~2000 parts total spread between like 10-20 ships even when loaded at once should take advantage of multicore, and while im not expecting this to run at 30FPS, im sure hoping ill get something like 10-15 when currently im unable to even do such massive scale fights due to FPS tanking down to 0-1.

Like most people say, its no miracle solution, and i still expect ships that are above 500 parts to be unpleasant, but i do hope that multiple smaller vessels will be doable, and that some of the terribly unoptimized code (fuel system, fuel cells, bugs, ect) was at least looked at and is hopefully less taxing on the game.

That said, if it behaves liek it does on the steams, and they fix the few bugs/crashes that came up, ill be more then happy with the update, and well, if we can actually have our 1000 part ships without 2 FPS and lag, then even better (though im not very hopeful of the latter).

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On 3/28/2016 at 10:17 PM, Francois424 said:

I would have had a question, if anyone can answer it please do.

 

There is a lot of custom parts out there from different mods.   A bunch of them have custom graphics.
Will these parts work in 1.1 without being re-drawn ?  I don't mind fixing the code under the hood, but will the part and it's animation (Say Balka Solar Panels), how about a custom engine (such as my FMnT280 2,5 nerva engine) ?  The rendering of old part looks a tad different, so I am quite worried since these mods aren't being maintained anymore.

Thanks
(And thank you for the links to the twitch, about to start part 2 now).

Texturing should make no difference. What goes on under the hood may be affected, though not necessarily.  Short of the Asteroid Day parts being added, this update is pretty much just all under the hood improvements and fixes.  I highly doubt part mods will be affected by this.

But it should be reminded that mods are the responsibility of the modders to be kept up to date with the game.  It is not Squad's responsibility to do so, and nobody should assume such.  If there is a mod you really like that it seems to have become ghostware, I would look at similar mods that are still under upkeep.  With this game's modding community, it shouldn't be hard to find.

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