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More optimizations for low end devices


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Patch 1 and patch 2 got their fair share of optimization (For me my fps has doubled with these two patches).

Spoiler

Patch v0.1.2.0

Optimization

  • :1437623226_rocket_1f680(3): Fixed a memory leak in tutorials
  • :1437623226_rocket_1f680(3): Changed Kerbal Crew Cam to paginated format
  • Optimized cubemap rendering to reduce memory usage and improve CPU performance 
  • Optimized memory usage for clouds and corrected issue in which clouds on some Celestial Bodies did not match quality settings
  • Reduced GPU memory usage for surface scatter meshes (especially grass) by scaling render buffers to currently visible content
  • Applied CPU optimization to SetPixel behavior
  • Deactivated underwater state detection when flight camera not active
  • PQS disabled when flight camera is not active
  • Optimized memory usage of tree scatter by reducing texture duplication
  • Implemented Ground Shading Quality settings
  • Anti-tile is now disabled when low quality is  selected
  • Improved cloud memory usage
  • Performance improvements when using vessel configurations with lots of resource sources
  • Optimization on Kerbal IVA cameras
  • Improved low graphical setting visuals in some scenes
  • Additional flight camera optimization
  • Optimized orbital nodes in map by not processing non-visible ones
  • Optimized and Improved KSC night lighting
  • Fixed memory leak in terrain code
  • Fixed bug preventing instanced runway light levels of detail from being rendered. Also fixed memory leak due to accumulated rendering calls associated with runway light levels of detail
  • Fixed bug where game loaded in an unresponsive state due to issue with modification of master texture limit while texture mipmap streaming is running

Patch v0.1.2.0

Optimizations

  • Optimizations in the engine part module to reduce per-update “not out of fuel” messaging 
  • Optimized engine exhaust damage calculations to reduce CPU impact of high engine counts 
  • Optimized ThrottleVFXManager to reduce CPU impact of per-frame material property updates 
  • Optimizations on EVA code 
  • Optimized Center of Thrust and Center of Mass marker code and fixed null shortcut failure states 
  • Optimized kerbal hair compression scripts 
  • Optimized loading times in PQS code 
  • Optimization of unneeded cameras during loading 
  • Optimized loading times for the main menu 
  • Loading optimization for scatter meshes 
  • Optimized fuel flow calculations to cut processing by up to 3x and reduce garbage by half 
  • Optimized runway light meshes 
  • Fixed various texture and mesh memory leaks 
  • Updated Training Center to use texture streaming 
  • Fixed performance-impacting error state triggered by Kerbin’s clouds after returning to Kerbal Space Center from another celestial body 
  • Removed unnecessary log entries to improve performance 
  • Removed unnecessary logs when loading a saved game 
  • Reduced light source count for multi-nozzle engine parts 

 

It's still not enough for people with low end pc but I think they are pretty focused on it. They are also focusing on bringing a better "low settings" (so it will help in your case)  as said here:

I think we're in a good pace of development now, unfortunately for people with low end pc waiting is the game here.

Edited by Spicat
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