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whats your RAM usage? lol


Jesusthebird

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23 minutes ago, Foozle said:

Generally between 7GB and 9.5GB, depending on what I"m doing.

I use about 200 mods, but shrinking the image file dimensions by 50% (reduces the space they use by 75%) helps a lot.

How ? and please tell us which mods do you have... all of them.

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Caveat: Still Running KSP 1.3 (on OSX).  Not going to update until more of the mods I use are compatible 1.31.  It's getting there.
The game becomes very laggy at anything above 9GB or thereabouts, so having 32GB RAM doesn't actually help much.

The utility I use is ImageMagick, an open source image modification suite, in particular, the mogrify command:
mogrify <filename> -verbose -resize 50% -filter Mitchell -sharpen 1 <filename>

This reduces the filesize of an image file by 75%, and the sharpening (high-pass filter) helps offset the quality loss-- somewhat.
It works on dds, tga, and png, but not mbm.

So to shrink all the dds files in a directory tree,
find . | grep "\.dds" | xargs -P 4 -n 4 -I {} mogrify {} -verbose -resize 50% -filter Mitchell -sharpen 1 {}
The xargs part is just to distribute jobs across all the cores, which speeds processing.  If you're on a PC you'll have to figure out your own scripting approach.

This works just fine on the Squad folder as well (dds files), which saves  a few hundred MB all by itself.

The quality loss is noticeable, but to me is worth the trade-off because more mods.
I could probably script something to only shrink high-res files, but have been happy enough with the results (and lazy enough) not to bother.

For mbm files, there's another utility:

The current version is on Github: https://github.com/krupski/MBM_Utilities

Use "mbm2png" to convert.  You can then shrink the pngs, but mbm files are so large this saves a lot of space even if you don't.

Last, for parts mods I delete the cfg, mu, and image files for every part I don't want.  Ditto for Spaces.  This also helps with VAB clutter.

Here's a mod listing.  Some of the really big parts mods are trimmed down to save space, e.g. Contares,  FASA, Ven's

They play surprisingly well together, but I do get a crash every 6 hours or so mainly on scene transitions.
And yes, it does take a very long time for the game to load.

Spoiler

[x] Science!
000_AT_Utils
000_FilterExtensions
000_FilterExtensions Configs
000_Toolbar
000_USITools
ABCORS
AirlockPlus
Airlocks
AirplanePlus
Alcentar_Rescue_system
AllYAll
AnimatedDecouplers
AntennaHelper
AquilaEnterprises
Archtagon Aerospace
ASET (ALCOR_LanderCapsule, ASET_Avionics, ASET_Props, Mk1_Lander_Can_IVA_Replacement_by_ASET, MK1-2_IVA_Replacement_by_ASET)
B9PartSwitch
BackgroundProcessing
BahaSP
BetterBurnTime
BetterTimeWarp
Biomatic
BiomeCorrections
blackheart (ProceduralFairings, ProceduralParts)
Bluedog_DB
BonVoyage
BZ-1
Canadarm
Chatterer
ChopShop
Coatl Aerospace
CoherentContracts
ColorCodedCans
ColorfulFuelLines
ComfortableLanding
CommNetConstellation
CommonwealthRockets
CommunityCategoryKit
CommunityResourcePack
CommunityTechTree
CommunityTraitIcons
ConnectedLivingSpace
ConstantTWR
Contares
ContractConfigurator
ContractPacks (AstronautTraining, CC-CP-SCANSat, CEContracts, KSI)
CorrectCOL
Corvus
CrewLight
CrewRandR
CriticalTemperatureGauge
CryoEngines
CryoTanks
CTN
CTTP
CustomAsteroids
CustomBarnKit
DangIt
DarkSideTechnology
DeltaDizzy (Planets_n_Moons)
DeployableEngines
Diazo (LandingHeight, RCSLandAid, TWR1)
DistantObject
DMagicOrbitalScience
DMagicScienceAnimate
DMagicUtilities
DynamicBatteryStorage
EarnYourStripes
EasyBoard
EditorExtensionsRedux
EnvironmentalVisualEnhancements
EVAEnhancementsContinued
EVAStruts
EVATransfer
ExceptionDetector
Explainer
ExtensiveEngineerReport
FASA
FinalFrontier.dat
Firespitter
FlexoDocking
FMRS
FP_DPSoundFX
FreedomTex
FShangarExtender
FuelTanksPlus
FuelWings
GingerCorp
HeatControl
HGR
HLAirships
HullCameraVDS
ImageViewer
Impact
ImpossibleDrives
IndicatorLights
IndicatorLightsCommunityExtensions
InlineBallutes
InlineGenerators
Instell
IntegratedStackDecouplers
InterstellarFuelSwitch
JanitorsCloset
JatwaaDemolitionsCo
Jettison
Jimbodiah
JSI
JX2Antenna
KAS
KBS_SRB
Kerbal Electric
KerbalAtomics
KerbalEngineer
KerbalFoundries
KerbalHacks
KerbalJointReinforcement
KerbalReusabilityExpansion
Kerbaltek (HyperEdit)
KerbalWeights
KerbetrotterLtd
KerbNetController
Kerbonov
KIS
Knes
Kopernicus
Korda
KPBStoMKS
KronalUtils
KSC
KSI
KSP-AVC
KSPModFileLocalizer.dll
KSPRescuePodFix
KSPWheel
KSPX
Kurrikane
Landertron
LaunchPadLamp
LBSI
LETech
Lt Vax Inc
MagicSmokeIndustries
MainSailor
MandatoryRCS
ManeuverNodeEvolved
ManeuverQueue
masTerTorch
MBI
MCM
MechJeb2
MechJeb2 Embedded by Dennis6492
MEPS
Methane_Rockets
MinAmbience
MK1CabinHatch
Mk3CrewMid
MMREADME.md
ModRocketSysLite
ModularFlightIntegrator
ModularFuelTanks
ModuleManager.2.8.1.dll
ModuleManager.Physics
ModuleManager.TechTree
MP_Nazari
MSL
MunarIndustries
MunSeeker
NanoGauges.dat
NanoKube
NAU
NavBallDockingAlignmentIndicatorCE
NavyFish
NearFutureConstruction
NearFutureElectrical
NearFutureLaunchVehicles
NearFutureProps
NearFuturePropulsion
NearFutureSolar
NearFutureSpacecraft
NEBULA
NehemiahInc (KEES, Kemini, KerbalLifeScience, OMS)
Nereid (FinalFrontier, NanoGauges)
NoCrewRequirementContinued
NoMoreGrindRedux
Notantares Space Industries
NSS
OpenCockpit
OPM
Overdrive
PartCommanderContinued
PartOverhaulsSETI
PatchManager
PlanetaryBaseInc
PlanetShine
planetwiki_opm.ksp
PlayYourWay
PortraitStats
ProceduralDynamics
ProceduralFairings
ProceduralParts
ProceduralStart
QuantumStrutsContinued
RadioFreeKerbin
RaginCaucasian
RATPack
RCSBuildAid
RcsSounds
RealPlume
RealPlume-Stock
ReCoupler
RecoveryController
REPOSoftTech (AmpYear, BackgroundResources, DeepFreeze, IONRCS, ResearchBodies)
RetractableLiftingSurface
RLA_Stockalike
RoverScience
SafeChute
SampleReturnCapsule
SCANsat
Science_Revisited
ScienceCrate
ScienceRelay
ScifiVisualEnchancements
SelectableDataTransmitter
SensiblePumpsCont
SETIprobeParts
SETIrebalance
SETIrebalanceMaterialsGoo
SHED
ShipEffectsContinued
ShipManifest
ShipSections
SiFiVE-1.3
SituationModuleInfo
SkalouSep
SmartParts
SmartStage
SmokeScreen
Solar Science
SpaceTuxIndustries
SpaceY-Expanded
SpaceY-Lifters
SPFloor
Squidsoft Collective
SquiggsySpaceResearch
StageRecovery
StationKeeping
Stock folder: Squad
StoreMyReports
StructuralDisks
SurfaceExperimentPackage
SurfaceLights
SXT
TacAtomicClock
TacFuelBalancer
Taerobee
TakeCommand
TalisarParts
Tantares
TantaresLV
TarsierSpaceTech
TextureReplacerReplaced
TheGoldStandard
ToadicusTools
TokamakIndustries
toolbar-settings.dat
Trajectories
TreeToppler
TriggerTech
TrimIndicator
TundraExploration
TweakableEverything
TweakScale
UberDyneAstronautics (Soylent)
UmbraSpaceIndustries (Akita, ART, ExpPack, FTT, Karibou, Konstruction, Kontainers, LifeSupport,
                                           Malemute, MKS, Orion, ReactorPack, SoundingRockets, SrvPack, SubPack, WarpDrive)
UniversalStorage
UnmannedBeforeManned
V2.0Industries
VanguardAstrodynamics
VanguardTechnologies
VenStockRevamp
WaypointManager
WildBlueIndustries (Buffalo, DSEV, Heisenberg, KerbalKomets, MOLE, Pathfinder)
WindowShine
Wingedserpent
Workshop
XyphosAerospace

 

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7-8GB, but that tends to grow the longer I play, KSP leaks like a sieve. As mentioned, game  performance suffers when using over ~9GB.

That a "what's your RAM usage" thread exists serves pretty well  to illustrate how horrible the memory management in this game is.

 

5 hours ago, Foozle said:

find . | grep "\.dds" | xargs -P 4 -n 4 -I {} mogrify {} -verbose -resize 50% -filter Mitchell -sharpen 1 {}

:D
Why the grep call though? Find can do filename matching on it's own... or at least it can on GNU/Linux.

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C# == crap garbage collection.

Or so I'm told.

Yeah, the memory usage with this game (even Vanilla) as an execution session prolongs is not good . . . perhaps even borderline "quite bad."

Add mods to the mix and it can quickly spiral into "very bad."

ADDIT: one other thing, I'm not sure the "poor memory management" which KSP exhibits under even ideal conditions is "memory leakage" per se. Memory leak is a very specific thing. https://stackoverflow.com/questions/104/anatomy-of-a-memory-leak?rq=1

Personally, I would love it if more knowledgeable folks, especially developers who actually have access to the source code would chime in on these things.

Edited by Diche Bach
clarify
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42 minutes ago, Diche Bach said:

I'm not sure the "poor memory management" which KSP exhibits under even ideal conditions is "memory leakage" per se.

I'm just lumping everything memory related under the "liquid-poor memory management" umbrella TBH.
I haven't dug into (and lack access to) the code,  but the ever increasing memory consumption over time that I see smacks of a leak somewhere.
That said, it is possible that it's not a leak in the strict sense, just generally shoddy code using more and more memory...

This is, of course, separate to the ridiculous memory requirements in general - largely due to keeping all textures in memory all the time, (twice with DirectX) even when they're not needed in a scene.
And the garbage collection stutter is another problem again.

The garbage problem is the most serious IMO,  KSP (and some mods) still create far too much, and the collection system in mono does not handle this gracefully at all - at least not if you want smooth performance.
I have hated automatic memory-management since day one. Unity/mono/KSPs non-performance is a perfect example of why.

 

32 minutes ago, Diche Bach said:

I would love it if more knowledgeable folks, especially developers who actually have access to the source code would chime in on these things.

All the devs are likely to say is "Unity problem, can't fix". Been there before, repeatedly.
There are a few people around here that know a lot more about .NET memory management than me though. More than the devs too I suspect.

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I don't know C# at all. I know C++ a little bit. What I know so far is: "C is in there," meaning it is "inside C++." Meaning, anything C can do, C++ can do.

I would assume this is also true for C# and that means: there is ultimately no insurmountable technical barrier to managing your memory however it needs to be managed to optimize performance for any given infrastructure. As far as i'm aware, most of the tools for memory management existed in C long before Stroustroup created C++. There are certainly features in C++ related to memory which do not exist in C, but my apprentice level comprehension tells me: even with just C, you can optimize a high-demand application to a very high degree.

All that to say: I suspect if someone blames "Unity" for their C# games poor memory management, they are being "lazy." If being "lazy" = good profits, who can blame them?

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3 hours ago, Agustin said:

No FAR? weird.. It adds so much to the game...

Tried it, compatibility issues with too many mods I'm using.  I also avoided RO/RSS, Deadly Reentry, and other mods in the hardcore realism category for the same reason.

Will probably try the realism path someday with a more reasonable load order.
But this is not a reasonable load order-- it's an "Oooh, shiny!"  load order.

There are a fair number of mods missing that you might expect to see, because they broke something and got tossed as a result.
Or because they're just too big for what they bring to the table.  I shifted to memory/performance friendly environmental graphics mods for that reason.

The hardest part of this load order wasn't keeping memory use low-- it was figuring out a group of mods that don't break each other.
And aside from a few minor quirks, these mods work together pretty well.

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16GB RAM installed

I have about 130+ mods on 1.3 (not really expecting to update soon since quite a few of them aren't getting updated)

When the game is initially loaded up (~8 min loading time) I get about 90%+ usage, but if I stay in VAB/SPH long enough it can drop to sub 70%, usually not a lot of waiting during scene change (about 30s lag)

What's interesting is that even if I installed some huge mods right now I wouldn't see a huge impact in RAM use (still about 90%), and loading time doesn't increase by any significant amount of time...

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7 hours ago, Foozle said:

grep/sed regex is more powerful than command line globbing.

Fair 'nuff... But find has regex matching too:

find . -regex '.*\.dds' 

:P

Or if you're extra fussy:

find -regextype sed -regex

find -regextype grep -regex

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interesting about the file reduction method. is that just to save space or does that help optimize performance as well with some sort of quality trade off?

 

Im actually using 1.3.1. since most of the mods I use dont seem to have a problem with it. when I went through a clean install I was having a serious problem figuring out what mod was crashing my game. Turns out, most of the mods works perfectly from a 1.3 release standpoint(any 1.3 mods are mostly parts packs and maybe a few that add game features...but FilterExtentions of all things lol....as soon as a I removed that, everything fell into place. Ive kept most configs stock from download. as im not too proficient in coding or programming. I can edit a basic txt config file and thats about it lol. otherwise, im living off the trust of how the mod maker releases it for everybody. I can follow forums instructions decently enough, got ~100 installed already :P

Spoiler

What I currently have working in 1.3.1

 

KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10  (10.0.0) 64bit
000_AT_Utils - 1.5
Toolbar - 1.7.15
Zero-Point Inline Fairings - 1.0.2
Animated Decouplers - 1.3.4
Astronomer's Visual Pack - 3.6.2
B9 Animation Modules - 1.1
B9 Aerospace - 6.4
B9 Aerospace - 6.4
B9 Aerospace HX Parts - 6.4
B9 Aerospace Legacy Parts - 6.4
B9 Aerospace Procedural Parts - 0.40.13
BD Animation Modules - 0.6.4.9
Basic DeltaV - 1.0.2.1
Basic Orbit - 1.0.7.2
Chatterer Extended - 0.6.1
Chatterer - 0.9.93.1804
Community Category Kit - 2.0.2
Community Resource Pack - 0.8
CommunityTechTree - 3.2.1
ConfigurableContainers - 2.4.1.1
Connected Living Space - 1.2.5.4
Corvus CF - 1.3.1.2017071001
Community Terrain Texture Pack - 1.0.1
DistantObjectEnhancement - 1.9.1
DynamicBatteryStorage - 1.1.1
Easy Vessel Switch - 1.5.6471.31118
EVAEnhancementsContinued - 0.1.12
EVA Struts - 1.0.4.1
Extraplanetary Launchpads - 5.9
Ferram Aerospace Research - 0.15.8.1
Firespitter - 7.6
FShangarExtender - 3.5.2
Fuel Tanks Plus - 1.12.1
GroundConstruction - 1.2.1
Hangar - 3.3.3
HideEmptyTechTreeNodes - 1.0.1
IntegratedStackDecouplers - 0.1.3
Interstellar Fuel Switch - 2.10.1
JanitorsCloset - 0.3.3
K2CommandPodContinued - 1.1.8.2
RasterPropMonitor - 0.29.2
Kerbal Attachment System - 0.6.3
Kerbal Joint Reinforcement - 3.3.3
HyperEdit - 1.5.4
InlineBallutes - 1.2.8
Kerbal Inventory System - 1.7.6468.41490
<b><color=#CA7B3C>Kopernicus</color></b> - 1.3.1.2
KSP-AVC Plugin - 1.1.6.2
KSPWheel - 0.10.5.21
KWRocketryRebalanced - 3.2.3
XT Landertron - 1.1
LoadingScreenManager - 1.2.1
M-ISPx2 - 0.0.1
Infernal Robots - 2.0.14
Maeneuver Node Evolved - 1.0.3.2
MarkIVSystem - 2.4
Modular Rocket Systems - 1.13.1
ModularFlightIntegrator - 1.2.4
Docking Port Alignment Indicator - 6.7
NearFutureConstruction - 0.8.4
NearFutureElectrical - 0.9.7
NearFutureLaunchVehicles - 1.1.3
NearFutureProps - 0.2
NearFuturePropulsion - 0.9.5
NearFutureSolar - 0.8.7
NearFutureSpacecraft - 0.7.4
EVAHandrailsPackContinued - 0.2.1.6
NE-KEES - 0.3.5.16
NE-Kemini - 0.2.5.16
NE-KLS - 0.2.5.16
NE-MPP - 0.2.5.16
NE-Common - 0.2.5.16
NE-OMS - 0.7.5.16
Final Frontier - 1.3.6.3189
OPT Legacy Spaceplane Parts - 1.0.9
Kerbal Planetary Base Systems - 1.5.7
PlanetShine - 0.2.5.2
Mk2.5 Spaceplane Parts - 1.4.3.2
ReentryParticleEffect - 1.2.0.1
RetractableLiftingSurface - 0.1.5
Real Scale Sea Dragon - 0.3.4
Simple Adjustable Fairings - Plugin - 1.0.1
Simple Adjustable Fairings - KW Rocketry Pack - 1.0.1
SpaceY Expanded - 1.3.1
SpaceY Lifters - 1.16
StationPartsExpansion - 0.5.2
StreamlineEnginesTanks - 1.1
Surface Mounted Stock-Alike Lights for Self-Illumination - 1.6.6484.37549
TAC Fuel Balancer - 2.14
TakeCommandContinued - 1.4.10.1
TextureReplacerReplaced - 0.5.1
ThrottleControlledAvionics - 3.5
TRP-Hire - 0.6.4.2
TweakScale - 2.3.7
Universal Storage - 1.3.0.1
EVAParachutesAndEjectionSeats - 0.1.15
VenStockRevamp - 1.9.5

 

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2 hours ago, Jesusthebird said:

interesting about the file reduction method. is that just to save space or does that help optimize performance as well with some sort of quality trade off

Both, really, since high memory usage ends up degrading performance in KSP.
Especially those pesky garbage collection freezes...

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On 11/12/2017 at 4:50 PM, Foozle said:

Both, really, since high memory usage ends up degrading performance in KSP.
Especially those pesky garbage collection freezes...

are you using a windows machine by chance? I would like to figure out a way to  do this on windows. maybe just some sort of zip compression maybe?

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20 minutes ago, Jesusthebird said:

are you using a windows machine by chance? I would like to figure out a way to  do this on windows. maybe just some sort of zip compression maybe?

I am on a mac.  The issue isn't that I don't have enough RAM-- I have 32GB.  The problem is that KSP becomes sluggish after it grows to 9GB or so regardless of how much extra RAM is available.

So when I talk about saving memory I'm talking about keeping it below 8-9GB to preserve game performance, not how much RAM my system has.

The method I described (image file size reduction) should work on windows, but that does come at the cost of reduced texture quality.  It's a trade-off.

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10 minutes ago, Foozle said:

I am on a mac.  The issue isn't that I don't have enough RAM-- I have 32GB.  The problem is that KSP becomes sluggish after it grows to 9GB or so regardless of how much extra RAM is available.

So when I talk about saving memory I'm talking about keeping it below 8-9GB to preserve game performance, not how much RAM my system has.

The method I described (image file size reduction) should work on windows, but that does come at the cost of reduced texture quality.  It's a trade-off.

yes I understand what youre saying. thats exactly what i want to try. as of the last few days, ive hit a wall on preformance and game stability. As mentioned by a previous member, the trash cleanup freezes got very frequent and to retain game stability, i had to remove Konstructs and Kerbside as im guessing those two take a large amount of resources to use.

 

i only have 16gb Ram. with 10 of it being used on game startup. so im thinking your method may benifit me? i just dont know how to do it. Do you make the game dir a disk image that you virtually mount to play? just poking guesses now

edit: im perfectly fine with the texture quality hit on parts, would it reduce the quality of the world rendering as well?(say I use Astonomer visual pack and eve in combo?

Edited by Jesusthebird
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