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nhnifong

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Big rockets = lag. Have you found any tips and tricks for achieving better framerates on those crucial first stages?

I've turned my quality settings all the way down, and I'm still getting like 0.5 FPS for rockets with about 100 parts and 100 struts.

I've found that using the generic canard instead of that older active fin gives huge performance boosts.

I've also heard that if you don't look at the ground or the ocean, it runs a little faster.

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Someone suggested this on the forum earlier: you can download DataRAM RAMdisk and use it to copy your KSP folder on a virtual drive on your RAM. Which means the files can be accessed faster. Only downside is you'll be cutting into the available memory, which is also quite important for smooth performance. Balance is key.

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Big rockets = lag. Have you found any tips and tricks for achieving better framerates on those crucial first stages?

I've turned my quality settings all the way down, and I'm still getting like 0.5 FPS for rockets with about 100 parts and 100 struts.

I've found that using the generic canard instead of that older active fin gives huge performance boosts.

I've also heard that if you don't look at the ground or the ocean, it runs a little faster.

Sorry but 100 part rocket? Could we see it?

I mean you could probably remove 90% of the craft and still make it to your destination..

Run Full-screen, Reduce the shadow sampling and/or make it dividable by 8..

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With KSP still at Alpha stage, performance optimization isnt priority.

Now builds 13.0 + 13.1 went a long way to improve gaming performance from version 12.

Many systems seeing 100% improvement.

Unity 3.5 still is Single Core, Multi-Threaded game, allowing for massive performance increases when that is added in Beta stage.

Essentially the only way to guarantee better performance is with a faster computer. :(

So consider upgrading.

The biggest reason, why you see 1FPS, at launch is with Terrain rendering + Massive CPU load (Physics calculations)

Have you considered the following:

Better CPU (Overclock present one)

Better GPU (Overclock or lower GPU settings)

Add more RAM

Add SSD Harddrive.

If you know how...

From personal experiance, the CPU + GHz are the single biggest performance factor in KSP.

My i5 at stock 3.3GHz supported 300-400 parts.

At 4.4GHz it supports 500-600 parts

At 5-10 FPS.

Sorry it wasnt better news, in the mean time, learn more efficent ways to build craft.

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Parachutes are a big source of lag. My enormous first stages (in "physical" size, anyway; actual part count was lowered by using large tanks where they could be subbed for smaller ones) in reusable rocket designs suddenly become a fair bit less responsive once I start adding chutes to the top. 6 chutes causes a small drop, 12 a more noticeable one.

Cut down parts rendering by replacing small units with bigger equivalent ones wherever you can. This includes engines. Build your ship out of the biggest parts wherever possible. Keep the vehicle's height roughly even with its breadth, or a little less, so you're both compact/structurally stable and center of gravity is lower to the ground so you don't wobble as much.

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Sorry but 100 part rocket? Could we see it?

I mean you could probably remove 90% of the craft and still make it to your destination..

Run Full-screen, Reduce the shadow sampling and/or make it dividable by 8..

Launching refinerys is thirsty work.

Vxnbh.jpg

Replacing tiny stock tanks with larger mod parts helps easily for bigger rockets. A LFC2x12 tank from the KW pack replaces 3 1/2 stock 2m Fuel Tanks. Same goes for SRBs: To provide enough Thrust for the first stage of my new Design I'd need 3x12=36 large stock SRBs along with tons of struts.

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  • 9 months later...
Sorry but 100 part rocket? Could we see it?

I mean you could probably remove 90% of the craft and still make it to your destination..

Run Full-screen, Reduce the shadow sampling and/or make it dividable by 8..

Remove 90% of a 100 part rocket? I'm no Scott Manley, I can't get anywhere except LKO with only 10 parts...

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