boxman Posted August 17, 2013 Share Posted August 17, 2013 I actually agree with a good chunk of what the OP is saying. By no means are we going to have a picture-perfect-runs-fine-on-a-plugged-in-toaster game in alpha, but there are still steps that could be taken to improve it. A poster above said that as each version comes out the FPS goes down and down, and whilst the complexity is increasing, with some updates the changes are quite a step. Also, as a question, as I am completely incompetent on the issue: Will Unity ever become more than single-threaded? Because if it won't, in KSP's forecasted development period, isn't it worth thinking of a switch or fix now? Or we'll be restrained forever.But here is the issue.. On my system the framerate has gone up with ships that have high parts. The lowered performance for me has been significantly longer loading times. So whatever is causing this fps loss seems to be happening on only some systems. Link to comment Share on other sites More sharing options...
Dewm Posted August 17, 2013 Author Share Posted August 17, 2013 It's worse than 80% of GAMING pc's though, I understand how people want to be able to build huge things in this game, but realistically to do so you're going to need to cpu power to do so.Your cpu is based on an architecture that is at least five years old, it isn't genuinely legitimate to expect the best performance, and a lot of people understand that.Another thing is this, I also sometimes get sub 30fps in the game, but when I think about what all is going on it's quite understandable why the game, with it's single cpu thread to calculate physics, runs my 500+ part ships at the speed it does.Nor is how it runs a genuine issue compared to other notable games out there, there is a lot going on for your cpu to handle.I think a lot of people have unreasonable expectations about the game, what is possible within the constraints of the game engine and how it should run on their aging, if expensive back in the day, pc's.And they tend to blame it on "bad programming" instead of their own lack of understanding on just how intensive all those physics calculations really are to run in realtime, for hundreds of interacting parts.Hahah watch what you say about ,my ancient dinosaur... I can run ANY new game at full quality with a good 60fps.... So do I expect a decent 30fps from this game? Yes... Yes I do.And except a newer GPU my system is still top of the line. Sure its a version or two behind in architector....but any well programmed game runs off of the GPU not the CPU. Link to comment Share on other sites More sharing options...
_Aramchek_ Posted August 17, 2013 Share Posted August 17, 2013 Hahah watch what you say about ,my ancient dinosaur... I can run ANY new game at full quality with a good 60fps.... So do I expect a decent 30fps from this game? Yes... Yes I do.It's less about how well you can run other games, as KSP obviously is not "other games" , and any argument based on "well I can run this or that game at x amount of fps" is an invalid and flawed argument to begin with.Another reason why that comparison is flawed is that in "other games" you're not cobbling together hundreds of peices that are treated to using "realistic" phsyical simulations on each and every part. That is far more taxing on your computer, especially the way the game engine handles it, than running even Crysis 3 or something similar.Your expectations/demands simply aren't realistic and you seem to not have much of an understanding, from the technical side, what's going on or what the games limitations are.Hey, I get a lot more than 30 fps most of the time, just sayin', and if you want 30 fps all the time, simpy design a craft that does what you want, yet fits in the performance envolope of your computer.Not even close' date=' that you would try and claim so makes me kind of wonder if you aren't just trolling.This is a prime example of your lack of technical understanding, and a good example too of why people SHOULD ignore the rabble who have recently been screaming around about how broken the game is for them because their pc can't run it and so it's all squad's fault..etc...bla..fanboy...whatever.Most of the people who make those claims either have zero idea what they're talking about, have slow pc's or have a ton of mods installed, then when they try to build the next death star and it doesn't go well.."the game is broken".I play vanilla, and the fps of the game have not changed in any appreciable way since .18, and it runs fine for what it is. Link to comment Share on other sites More sharing options...
Tiron Posted August 17, 2013 Share Posted August 17, 2013 I actually agree with a good chunk of what the OP is saying. By no means are we going to have a picture-perfect-runs-fine-on-a-plugged-in-toaster game in alpha, but there are still steps that could be taken to improve it. A poster above said that as each version comes out the FPS goes down and down, and whilst the complexity is increasing, with some updates the changes are quite a step. Also, as a question, as I am completely incompetent on the issue: Will Unity ever become more than single-threaded? Because if it won't, in KSP's forecasted development period, isn't it worth thinking of a switch or fix now? Or we'll be restrained forever.A switch would require completely redoing everything from scratch, more or less, so it's already too late for that. A 'fix' requires that someone recode it in a way that allows the physics to be multithreaded. Ideally, the fix for that would also clear up some of the numeric imprecision problems it has trying to deal with the huge numbers involved (despite the Kerbol system being tremendously size compressed), which would clear up all kinds of minor physics glitches we run into. Link to comment Share on other sites More sharing options...
Technical Ben Posted August 17, 2013 Share Posted August 17, 2013 I think some of the term is "refactoring". It's not impossible, and some has been done already (scene loading, memory management, etc). Physics is another that, if it's a "class" call, etc, can be offloaded to a different API, engine or whatever. Hopefully Unity will either add support, or some where down the line Squad can program/integrate/extend support themselves/through a 3rd parts app. Link to comment Share on other sites More sharing options...
FEichinger Posted August 17, 2013 Share Posted August 17, 2013 Hello there Look, folks, we all know that KSP isn't optimised and is very restricted due to Unity - Whether (and when, and how much) that changes depends on a lot of factors. That doesn't justify that you rage and insult against Squad and fellow users. A lot of this has been discussed before, and the same conclusions have been drawn every time, so don't dig it up every time just to turn it into mudslinging from the start.I'm closing this now as some of this thread really went far out of line.FEichinger Link to comment Share on other sites More sharing options...
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