Jump to content

How can I allocate more RAM?


Recommended Posts

I have a i7 4760K with a Windforce G1 Gaming Edition GPU, and 32GB of RAM. I'm running windows 10 x64 Enterprise Edition, and even with all of the beautiful specs of my computer (I know it's 3 years old) I still can't get Kerbal to reserve any more than 2.7GB of RAM for the game.  It uses around 2.4GB with the mods I have installed, which isn't a huge list, but it's enough to make the game interesting again.  The game runs at around 120FPS, and then every few seconds, even on simple, low-part-count ships, just freezes for a second, catches back up, and starts running full speed again.  There's no slowdown, no FPS loss, just STOP, then GO again.  I really want to give the game like 8-16GB of RAM to play with, just so it can't ever run out... is this possible?

Link to comment
Share on other sites

Sounds like you are running the 32 bit version of KSP instead of the 64 bit.  

But that lag is usually caused by the garbage collection process in Unity (I believe).   There is a mod (memgraph) that helps with this issue.   

Edited by Gargamel
Link to comment
Share on other sites

Yeah, and maybe limiting fps to maybe 60 would give you less of that.
I recently found that remotech was giving me a really hard time on performance. And xscience too. Quit the first and replace to science alert the second. That is my advice. Mem graph is useful.
But no matter what your specs are, there will allways be that stutter from time to time because the engine on KSP is not that great I would guess. Considering I could play other games pretty demanding and that doesn't happen so...

Link to comment
Share on other sites

On 11/24/2018 at 5:55 PM, Gargamel said:

Sounds like you are running the 32 bit version of KSP instead of the 64 bit.  

But that lag is usually caused by the garbage collection process in Unity (I believe).   There is a mod (memgraph) that helps with this issue.   

Where in the Steam install can you choose between 32 and 64 bit versions? or at least see which one you have? Nevermind, I'm running 1.5.1 64bit

 

Edited by icanhazurhp
Link to comment
Share on other sites

For older versions, steam always installs both. You select which one of those you run by the way that you launch it. For pre-1.4 versions of the game, launching from steam the default way would bring up the 32 bit version. But it's always smarter to launch the correct version direct from your disk -- that way you know what you're getting. And the version always displays during the game boot, and in the log files.

In any case, the Unity garbage collection routine will always cause "hitching" in your game. If you allocate a lot more RAM to the game then the hitches will be much farther between, but will be even more dramatic and painful when they activate.

Edited by bewing
Link to comment
Share on other sites

10 hours ago, Gargamel said:

If you are running 1.5, there is no 32 bit version.   But in Steam, for the other versions, I don't know.   Guys?  @bewing @4x4cheesecake @Rocket In My Pocket??

Everything I know about this topic is already mentioned here:

Memgraph to allocate more memory but if you increase the heap too much, it will become worse.

No clue why KSP uses '''just''' 2.7GB RAM in the first place though.

Link to comment
Share on other sites

3 hours ago, 4x4cheesecake said:

Everything I know about this topic is already mentioned here:

Memgraph to allocate more memory but if you increase the heap too much, it will become worse.

No clue why KSP uses '''just''' 2.7GB RAM in the first place though.

The real question is why KSP still uses the Unity Engine... but yeah... I guess it takes what it needs to load all your mods, and then adds a bit more for buffer space, but it would be nice if it would just take 6GB total, and have that room to roam.  It would also make sense for Take Two/Squad to get rid of the memory issues in the first place, but that goes back to the Unity Engine, doesn't it...

Link to comment
Share on other sites

Just now, linuxgurugamer said:

And how do you know that a new engine won't have it's  own issues?

it most likely will, but Unity is old, and there are many newer, and better physics/game engines around now, and processors/GPUs that can handle a lot more than hardware from 2012.... 6 years later.  Kerbal is a fantastic game, but look at all the mods people have made to make it even better, and the limitations imposed by the Engine because of it's inability to properly multithread, use GPU, etc.

Link to comment
Share on other sites

Just because something is old doesn't  mean it's  obsolete. 

Unity is under continuous development, as other engines.

Look at it this way.  Let's assume that they start a total rewrite with a new engine.  It's  going to take several years before it is released, by which time the engine will be "old".

KSP doesn't  have a large enough user base to make this economically feasible at this time 

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...