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Optimize the game’s resource usage when warping.


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5 hours ago, hikerchick29 said:

Framerate decreases almost exponentially the faster you warp

I'm sure there is room for improvement, but, to a certain point, I doubt you can really avoid that behavior.
I imagine this not a graphic performance issue but a game logic calculation issue, the faster you go, the more calculation (orbital position, velocity, checking potential impacts, electricity, commnet range, ...) needs to be crammed into a frame (or a bunch of them for less critical computations). At the higher speeds some minor things can probably be "turned off" and retro-actively computed once you go back to more manageable speeds but not that much considering some elements need to be shown and notified to the player during warp.

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4 hours ago, pg17 said:

I'm sure there is room for improvement, but, to a certain point, I doubt you can really avoid that behavior.
I imagine this not a graphic performance issue but a game logic calculation issue, the faster you go, the more calculation (orbital position, velocity, checking potential impacts, electricity, commnet range, ...) needs to be crammed into a frame (or a bunch of them for less critical computations). At the higher speeds some minor things can probably be "turned off" and retro-actively computed once you go back to more manageable speeds but not that much considering some elements need to be shown and notified to the player during warp.

The problem is, if they get far enough to incorporate interstellar travel, these issues are only going to get worse.  It basically turns the future interstellar update into a ticking, game breaking time bomb waiting to release 

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I thought the main thing the devs set out to do in KSP2 was to rewrite the game core, so as to:
1) remove limitations preventing interstellar travel (and I don't mean speed of light ;), but numeric precision limitations, or memory/CPU for that matter)
2) make time warping more stable - because even more of it is needed for interstellar

And, even if I can't speak for 1), they have succeeded at 2) IMO, because in KSP1 I don't remember being brave enough to burn at any other warp setting than 1x (i.e. and if it takes some more CPU/GPU to avoid things like destructive rubber banding, then it's fair enough I guess).

Edited by DailyFrankPeter
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