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KSP doesn't seem to use all available computing power


Abelinoss

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Reported Version: v0.1.4 (latest) | Mods: Lazy Orbit, Mirco Engineer, Maneuvre Node tool thingy mod | Can replicate without mods? Yes 
OS: Windows 11 | CPU: AMD Ryzen 5 5600 6-core Processor | GPU: NVIDEA GeForce RTX 3060 | RAM15.91GB

 

I decided to push my pc to the limits and designed a craft (see files) that flies a bunch of relay sats. Totalling about 800 parts, this thing gets max 4 fps on my PC

When I opened the Nvidea performance tab, and later the task manager, I found that my GPU, CPU, and RAM all were not at 100%, indicating that more power *could* be used by KSP2, but for some reason this wasn't happening. All while getting a measly 0.5-2 fps...

When the game was paused the performance was as usual, presumably because the game didn't have to make calculations so there was computing power for frames

 

I placed the upper part of the rocket in orbit with Lazy Orbit (because it was gonna be impossible with actually flying)

 

See the bug package zip for the .mp4 and images

 

Included Attachments:

Satlaunch.png.d317f9975324161c652e85b7a8fde3d4.png

performancebugAbelinoss.zip

quicksave_2.json

Edited by Anth12
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That's not how things work :)

Some calculations cannot be efficiently multi-threaded, causing a single core to do the bulk of the work -> CPU usage unlikely to hit 100% total, but likely to hit 100% on a single core.

This has a knock-on effect of starving the GPU of having new frames to render -> GPU usage < 100%.

There are ways of optimizing some of this, but the nature of KSP means it's not a straight forward.

One way you might see higher utilization is to have multiple unconnected craft in a scene.

If two ships aren't connected, the physics can be evaluated separately, so the engine could potentially use a higher % of your total CPU.

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