dimkavall Posted March 2, 2023 Share Posted March 2, 2023 (edited) Hello everyone! I have a beefy pc in general but my gpu is mid-upper level...So I want to set my resolution at 2k with an 4k monitor and then AMD Super Resolution will be able to scale that. Thing is I can not! When setting to lower resolution than native game is minimized and when i maximixe it ,the resolution is back to native 4k... Seriously, guys it is an early access I get it, but for 50 euros AT LEAST I should be able to change my settings before I play, this is not early access, it is like the first draft that someome published in order give some deliverable and not nothing. Just ask for donations personally I would contribute, not 50 euros for something not even playable, have some dignity. Anyway...It is sad, thank you! Edited March 2, 2023 by dimkavall Changed subject Link to comment Share on other sites More sharing options...
dimkavall Posted March 7, 2023 Author Share Posted March 7, 2023 To add some feedback there, when changing resolution in bordeless mode it works, fullscreen mode on the other hand..Minimizes my window and it falsely shows the new resolution but in reality the native one is unchanged... Also,even if it is already known, the game requires to have a server level of a PC, how it is even possible for the game to be a success? The only ones that will buy it, is us space enthusiasts but only the specific ones with the latest PCs, which is what percent of the gaming audience? Anyway.... Link to comment Share on other sites More sharing options...
MehJeb Posted March 7, 2023 Share Posted March 7, 2023 1. that is exactly the purpose of having two modes in DirectX - NativeFullscreen and BorderlessWindow; 2. servers are not great on gpu part, most have none at all... I run KSP2 at 55-60 fps on i5+3080 with shadows and water set to medium, and yes, shaders currently used are very ineffective, many have to be fixed\rewritten - you may find several topics about that here in Bug Reports Link to comment Share on other sites More sharing options...
dimkavall Posted March 8, 2023 Author Share Posted March 8, 2023 (edited) On 3/7/2023 at 2:58 PM, MehJeb said: 1. that is exactly the purpose of having two modes in DirectX - NativeFullscreen and BorderlessWindow; 2. servers are not great on gpu part, most have none at all... I run KSP2 at 55-60 fps on i5+3080 with shadows and water set to medium, and yes, shaders currently used are very ineffective, many have to be fixed\rewritten - you may find several topics about that here in Bug Reports 1.So...What is the answer here?Setting fullscreen resolution to lower than native does not work, what should I do? Is there a work around or it is a known bug? 2.Should I be more precise then for you to understand?Ok then...Imagine a server with GPU on, with a server-equivalent of a GPU , even this machine can not run KSP2 on the launchpad with full thrust and 1 engine with 4 boosters at 60fps@4k resolution, does this seem normal to you?For a pre-alpha demo version of a game that costs 50 euros? I also run it with 60fps when I am in space with no or minimum calculations needed by the game, is that an achievement for years and years of development?Maybe we should celebrate the devs now that I think of it instead of critisicm... Edited March 8, 2023 by dimkavall Addition to questions Link to comment Share on other sites More sharing options...
JoeSchmuckatelli Posted March 8, 2023 Share Posted March 8, 2023 Check your GPU software. Mine was trying to downscale the game when I wanted to stay in 4k. I haven't tried what you are going for in game but it's possible there is an interaction between the two. Link to comment Share on other sites More sharing options...
MehJeb Posted March 8, 2023 Share Posted March 8, 2023 6 hours ago, dimkavall said: does this seem normal to you it does, I even know the reason for this (and generally why so many "indie" games of 200megs in size with pixel graphics have the capability to load modern GPU to its termal limits) - modern Unity (and by that I mean versions 2019.x to latest, specifically all that have been released after Unity 5.6) offers very cumbersome yet very unified shaders workflow when you create a project with Defered rendering path (as opposed to Forward rendering as in KSP1) - so, if you (as a developer) don't work with graphics pipeline at all, your even small and primitive game will load GPU highly, but if you get into the pipeline and start selecting (or better yet writing your own) various optimized shaders for different needs (like specifically semi-transparent render queue, solarization, refraction etc.) you can use GPU resources very efficiently, much more efficiently than it was ever possible with UnrealEngine... so in simple words: shaders optimizations are not implemented yet - this is seen perfectly clear when particle systems (like rocket's exhaust) operate with clouds in background, or "reflection" shader bit-blt'ing (texture copying) over another material's texture as in this bug posted here where the guy had Kerbin's surface as a texture of his spaceplane etc. They will eventaully have to write efficient shader code for all this to work. Quote Setting fullscreen resolution to lower than have you read the forum post I've linked? you can edit config file and set Unity player's (Game's) resolution to whatever you want; the lack of ratios other than 16:9 in UI is a bug (those poor notebook users!) Link to comment Share on other sites More sharing options...
whatsEJstandfor Posted March 8, 2023 Share Posted March 8, 2023 I have my resolution set to a 3200x900 (by editing the settings.json file) and I was having no luck getting Radeon Super Resolution to upscale it to my native 5120x1440. Found that the issue was that I was in Borderless instead of Fullscreen. I used the menu within the game to switch to Fullscreen, applied it, and restarted the game. I thought adjusting the Fullscreen setting from within the game would knock out my custom 32:9 resolution (since 3200x900 isn't an option I can choose from the same menu), but it didn't. And, once the game launched, RSR kicked in at was upscaling it to 5120x1440. Not sure if this answers your question, but try the same steps I did. In the settings.json file (instructions here), set your resolution to 2k (presumably 2048x1080?), launch the game, and in, the graphics menu, set it to Fullscreen and hit apply. Close the game and relaunch it. Hopefully it'll now be 2K Fullscreen and RSR will start upscaling it. Link to comment Share on other sites More sharing options...
dimkavall Posted March 8, 2023 Author Share Posted March 8, 2023 (edited) 1 hour ago, whatsEJstandfor said: I have my resolution set to a 3200x900 (by editing the settings.json file) and I was having no luck getting Radeon Super Resolution to upscale it to my native 5120x1440. Found that the issue was that I was in Borderless instead of Fullscreen. I used the menu within the game to switch to Fullscreen, applied it, and restarted the game. I thought adjusting the Fullscreen setting from within the game would knock out my custom 32:9 resolution (since 3200x900 isn't an option I can choose from the same menu), but it didn't. And, once the game launched, RSR kicked in at was upscaling it to 5120x1440. Not sure if this answers your question, but try the same steps I did. In the settings.json file (instructions here), set your resolution to 2k (presumably 2048x1080?), launch the game, and in, the graphics menu, set it to Fullscreen and hit apply. Close the game and relaunch it. Hopefully it'll now be 2K Fullscreen and RSR will start upscaling it. Well...That worked, thank you! The specific order that you mentioned only, I have previously already try to edit the settings file with no results. Edit: If I minimize the game for some reason, the resolution breaks again and I have to restart, but at least it kinda works... 3 hours ago, MehJeb said: it does, I even know the reason for this (and generally why so many "indie" games of 200megs in size with pixel graphics have the capability to load modern GPU to its termal limits) - modern Unity (and by that I mean versions 2019.x to latest, specifically all that have been released after Unity 5.6) offers very cumbersome yet very unified shaders workflow when you create a project with Defered rendering path (as opposed to Forward rendering as in KSP1) - so, if you (as a developer) don't work with graphics pipeline at all, your even small and primitive game will load GPU highly, but if you get into the pipeline and start selecting (or better yet writing your own) various optimized shaders for different needs (like specifically semi-transparent render queue, solarization, refraction etc.) you can use GPU resources very efficiently, much more efficiently than it was ever possible with UnrealEngine... so in simple words: shaders optimizations are not implemented yet - this is seen perfectly clear when particle systems (like rocket's exhaust) operate with clouds in background, or "reflection" shader bit-blt'ing (texture copying) over another material's texture as in this bug posted here where the guy had Kerbin's surface as a texture of his spaceplane etc. They will eventaully have to write efficient shader code for all this to work. have you read the forum post I've linked? you can edit config file and set Unity player's (Game's) resolution to whatever you want; the lack of ratios other than 16:9 in UI is a bug (those poor notebook users!) OK I kinda get it but still demanding 50 euros knowing that, not only it is incomplete,but extremely buggy is a very bad strategy...Anyway, I am hoping that the situation will improve from now on. Edited March 8, 2023 by dimkavall Link to comment Share on other sites More sharing options...
MehJeb Posted March 9, 2023 Share Posted March 9, 2023 11 hours ago, dimkavall said: OK I kinda get it but still demanding 50 euros knowing that, not only it is incomplete,but extremely buggy is a very bad strategy...Anyway, I am hoping that the situation will improve from now on. well, that is kinda offtopic in _BUGS_ but noone is "demanding" anything from anyone - for $50 you purchase Early Access and let us call this "a privilege" to influence the game development starting from very early alpha (current version is 0.1.0 - that is very very early alpha). As to the strategy - it is the only plausible when developing something as complex (and as player-favorited) as space simulation game with physics, especially from existing codebase (KSP1) that, of course, had limitations of Unity 5.x (which was released in 2015 and which means it is now 8 years old) - so, I personally think it is the only viable and abcolutely correct strategy on the developer\publisher side. Just read through bugs forum here - only knowledgeable KSP players could have tracked say 80% of issues that are here - no hired closed tester would be able to do that. Link to comment Share on other sites More sharing options...
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