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~30 Jet engines always get 1FPS (GPU used at 15%), rocket lost on decoupling and VAB memory limit when I have 128GB to be used!


Tazmaniak

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So I have few bugs:
1. a jet engine bug known one from KSP1, when you use ca. 30 or more of them performance drops to almost 1FPS
2. we I decouple a lander or my stage whole rocket goes bye bye
3. I'm unable to load my big designs >150 parts  due to memory limit when I have 128GB and  most of it is free!
You can see it on my recording (1) + recording (2) with task manager present 

 

 

Edited by Tazmaniak
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in the second video, your test method is slightly wrong - put KSP2 in window mode and put window next to Task Manager window and see your CPU load when you have all those thrusters fire simultaneously - it will be 100% - and your idea about 25% GPU usage has nothing to with that - Particle Systems in Unity (and any other game engine for that matter) are processed exclusively on CPU - if you (as a developer) add too many particles to your particle generator - you may even hang Windows completely - it will not even go to BSOD - it will hang on CPU queue long before that - so, yeah, many bug reports like that here - particle systems in KSP2 need heavy overhaul! they porbably tested each and every Particle System as being a single generator in viewport (on screen), but forgot to account for the fact that KSP players would stick dozens of engines together... to play smart, there should be a co-routine that limits the total number of particles released by all generators on screen and if the limit is surpassed, it should reduce the number of particles each generator releases proportionally - this way players would know that they can have 1 very beautiful exhaust or 2 slightly less beautiful or 20 with visible circles coming out of those 20 nozzles but... ...that would happen with more or less stable frame rate

p.s. hi there, Poland! :valwink:

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