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Question about lag


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I have some large ships/stations in orbit, and I get some lag from them. However, the game only uses about 30% of my ram. Is it possible to "force" the game to use more ram to get more fps? Or is there any way to get more fps otherwise?

Edited by TechnicalK3rbal
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I have some large ships/stations in orbit, and I get some lag from them. However, the game only uses about 30% of my ram. Is it possible to "force" the game to use more ram to get more fps? Or is there any way to get more fps otherwise?

Short answer: no.

Game "lags" when you have large ships made of lots of parts because the physics engine is struggling to make all the needed calculations in one thread & with a single cpu core, there's not much really that you could do about it. But it's not dependent of your ram.

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Since KSP only utilize 1 CPU. and 3.8GB RAM, that already fixed.

The most that you can do. Have 1 (ONE) super fast core computer, and 1 (ONE) super fast speed RAM for both mainboard, and graphic card.

*the CPU have speed, same as the RAM, and the graphic card RAM speed too.

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^.

The game uses only 1 core and 3.8 GB RAM.

Not that true. The game is multithreaded. It can use multiple cores and delegate stuff to other cores. What it can't do is separate the physics thread. It's not threadsafe, so that means all physics calculations have to be done on only one core. Once you bottleneck no physics calculation because of one of your core's clock speed, that's where you hit lag barrier.

So the solution is to lower your part count. Really there's not much else to be done.

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Not that true. The game is multithreaded. It can use multiple cores and delegate stuff to other cores. What it can't do is separate the physics thread. It's not threadsafe, so that means all physics calculations have to be done on only one core. Once you bottleneck no physics calculation because of one of your core's clock speed, that's where you hit lag barrier.

So the solution is to lower your part count. Really there's not much else to be done.

About the "multithreaded"...Any Dev. say-so?

Perhaps your multithreaded definition is abit difference with mine.

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About the "multithreaded"...Any Dev. say-so?

Perhaps your multithreaded definition is abit difference with mine.

afaik the game as a whole runs on a couple threads which can and do run on separate cores, it's just that the physics stuff is all in one thread and so can't be divided across cores.

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There are two distinct types of lag as far as I can tell. there is physics lag, and there is some kind of other weird lag you get from having too many cubic octogonal struts. It doesn't behave the same way as physics lag, maybe it's actually drawing lag, but I can't describe it clearly. It just seems different because the framerate will drop sharply depending on where you look, and the control-lag is unaffected.

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