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[1.0][Release-5-0][April 28, 2015] Active Texture Management - Save RAM!


rbray89

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Hi.

THANKS for this mod, now on 0.23.5 the game starts again :-)

What I'm wondering about, though, is two things: I run the KSP.x86_64 version and got 16 GB of RAM, so even with a bunch of mods, there should still be enough memory available, right?

Also, ATM says it just saved around 500 kB of memory, so I guess there's some calculation error:

[07:17:37][blindcoder@flora:~/.local/share/Steam/SteamApps/common/Kerbal Space Program]$ grep -i Accumu KSP.log | tail

[LOG 14:39:38.429] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.445] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.462] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.478] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.495] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.512] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.528] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.603] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.620] ActiveTextureManagement: Accumulated Saved 483992B

[LOG 14:39:38.637] ActiveTextureManagement: Accumulated Saved 483992B

[07:58:22][blindcoder@flora:~/.local/share/Steam/SteamApps/common/Kerbal Space Program]$

FWIW, here's my Plugin List:

[07:59:23][blindcoder@flora:~/.local/share/Steam/SteamApps/common/Kerbal Space Program]$ ls -l GameData/

total 148

drwxr-xr-x 2 blindcoder blindcoder 4096 Apr 4 22:30 000_Toolbar

drwxr-xr-x 4 blindcoder blindcoder 4096 Apr 4 22:51 ActiveTextureManagement

drwxr-xr-x 6 blindcoder blindcoder 4096 Apr 4 22:49 B9_Aerospace

drwxr-xr-x 4 blindcoder blindcoder 4096 Apr 4 22:50 BoJaN

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 1 23:20 BoulderCo

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:30 Champagne

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:50 Chatterer

drwxr-xr-x 6 blindcoder blindcoder 4096 Apr 4 22:30 Engineer

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:30 EnhancedNavBall

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:50 ExsurgentEngineering

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:50 Firespitter

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:30 FrozenPepper

drwxr-xr-x 2 blindcoder blindcoder 4096 Apr 4 22:30 HyperEdit

drwxr-xr-x 6 blindcoder blindcoder 4096 Apr 4 22:30 KAS

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:30 Kerbaltek

drwxr-xr-x 8 blindcoder blindcoder 4096 Apr 4 22:30 Kethane

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:30 KineTechAnimation

drwxr-xr-x 4 blindcoder blindcoder 4096 Apr 4 22:30 KWRocketry

drwxr-xr-x 6 blindcoder blindcoder 4096 Apr 4 22:30 MagicSmokeIndustries

drwxr-xr-x 4 blindcoder blindcoder 4096 Apr 4 23:12 MechJeb2

-rw-r--r-- 1 blindcoder blindcoder 16384 Apr 4 22:50 ModuleManager_1_5_6.dll

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:49 NASAmission

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:30 NavyFish

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:30 RemoteTech2

drwxr-xr-x 2 blindcoder blindcoder 4096 Apr 4 22:46 ResGen

drwxr-xr-x 3 blindcoder blindcoder 4096 Apr 4 22:50 SafeChute

drwxr-xr-x 9 blindcoder blindcoder 4096 Apr 4 22:27 Squad

-rw-r--r-- 1 blindcoder blindcoder 1891 Apr 5 15:01 toolbar-settings.dat

drwxr-xr-x 5 blindcoder blindcoder 4096 Apr 4 22:30 TriggerTech

drwxr-xr-x 6 blindcoder blindcoder 4096 Apr 4 22:49 VNG

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Chatterer toolbar button fix. In the folder GameData\BoulderCo\ActiveTextureManagerConfigs there is a Chatterer config, copy and paste the following over what is there:

ACTIVE_TEXTURE_MANAGER_CONFIG

{

folder = Chatterer

enabled = true

OVERRIDES

{

Chatterer/Textures/chatterer_icon_off

{

compress = true

mipmaps = false

scale = 1

max_size = 0

}

Chatterer/Textures/chatterer_icon_on

{

compress = true

mipmaps = false

scale = 1

max_size = 0

}

Chatterer/Textures/chatterer_icon_toolbar

{

compress = true

mipmaps = false

scale = 1

max_size = 0

}

}

}

Everything else looks fine, just needed fixes to toolbar buttons.

Edited by Green Skull
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Hey, i've switched to 3.0 and then 3.1 basic, deleting all Boulder and ATM folders.

The ATM cache folder is only 8MB. And KSP is at 2.8GB in RAM. :)

So I guess ATM was not initiated at launch... :(

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Hey, i've switched to 3.0 and then 3.1 basic, deleting all Boulder and ATM folders.

The ATM cache folder is only 8MB. And KSP is at 2.8GB in RAM. :)

So I guess ATM was not initiated at launch... :(

No, that's about right for what you should get out of basic. Aggressive is the one that will save the most.

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My aggressive file cache is "only" 170MB and that is reduced from half of whatever textures are in the Game Data folder. My total Game Data file size is 3.03GB so there is probalby only 340MB of textures from 3.03GB... Don't forget this mod only compresses textures and not models.

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I've been staying away from KSP for a bit while playing Orbiter instead, so I'm just checking out the 3.x Aggressive branch of Active Texture Management now. Wow! I'm blown away. I only have a couple of tiny parts mods installed right now, but after caching my textures it's loading KSP in under a minute. Incredible. Squad should be paying you for this mod, rbray.

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No, that's about right for what you should get out of basic. Aggressive is the one that will save the most.
My aggressive file cache is "only" 170MB and that is reduced from half of whatever textures are in the Game Data folder. My total Game Data file size is 3.03GB so there is probalby only 340MB of textures from 3.03GB... Don't forget this mod only compresses textures and not models.

Ok, what made me really wondering is that with 2.15Basic (and .23 ofc) the cache folder was way bigger, and it cached all the big cloud textures for instance. Also KSP RAM was at about 2.1GB.

At the moment the whole gamefolder is at 1.82GB.

I think I understand you had to modify the way ATM works, so maybe that's the reason I see different results. :)

Textures compressed to DXT get in that cache folder ?

Thanks a lot for your quick answer anyway.

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Ok, what made me really wondering is that with 2.15Basic (and .23 ofc) the cache folder was way bigger, and it cached all the big cloud textures for instance. Also KSP RAM was at about 2.1GB.

At the moment the whole gamefolder is at 1.82GB.

I think I understand you had to modify the way ATM works, so maybe that's the reason I see different results. :)

Textures compressed to DXT get in that cache folder ?

Thanks a lot for your quick answer anyway.

DTX compression isn't something that is saved in the file, but rather applied at runtime. Yeah, the folder will be a LOT smaller, as we aren't saving textures we don't resize. My guess is that I released basic with an accidental resize flag in a past version.

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Yeah that's what I was now thinking, especially with you also mentionning in one of the last pages. :D

Thanks alot for your quick answer, also again thanks for your work (You TOO GreenSkull ! ) :)

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I love this mod.

I installed a lot of mods now for 0.23.5

Already on the loading screen i was running out of Memory. Installed the basic one and now it run with 2.8 GB on the start.

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Over on the SCANsat terrain mapping development thread there is now a much needed tool bar integration mod by DMagic :D

Change the contents of the SCANsat Active Texture Management config to this to avoid a tiny tool bar button. In the folder GameData\BoulderCo\ActiveTextureManagerConfigs there is a SCANsat config, copy and paste the following over what is there:

ACTIVE_TEXTURE_MANAGER_CONFIG

{

folder = SCANsat

enabled = true

OVERRIDES

{

SCANsat/SCANsat_Icon

{

compress = true

mipmaps = false

scale = 1

max_size = 0

}

}

}

Edited by Green Skull
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Tool bar button fix for Interstellar v0.11.

Change the contents of the WarpPlugin Active Texture Management config to this to avoid a tiny tool bar button. In the folder GameData\BoulderCo\ActiveTextureManagerConfigs there is a WarpPlugin config, copy and paste the following over what is there:

ACTIVE_TEXTURE_MANAGER_CONFIG

{

folder = WarpPlugin

enabled = true

OVERRIDES

{

WarpPlugin/[^/]*

{

compress = true

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/PlanetResourceData/.*

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/megajoule_click2

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/thermal_click

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

}

}

While I'm at it might as well fix this :) Don't have Interstellar currently installed on my personal install so if someone can verify this works please...

Edited by Green Skull
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Tool bar button fix for Interstellar v0.11.

Change the contents of the WarpPlugin Active Texture Management config to this to avoid a tiny tool bar button. In the folder GameData\BoulderCo\ActiveTextureManagerConfigs there is a WarpPlugin config, copy and paste the following over what is there:

ACTIVE_TEXTURE_MANAGER_CONFIG

{

folder = WarpPlugin

enabled = true

OVERRIDES

{

WarpPlugin/[^/]*

{

compress = true

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/PlanetResourceData/.*

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/megajoule_click2

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

WarpPlugin/thermal_click

{

compress = false

mipmaps = false

scale = 1

max_size = 0

make_not_readable = false

}

}

}

While I'm at it might as well fix this :) Don't have Interstellar currently installed on my personal install so if someone can verify this works please...

Thanks! I'm integrating the config changes now.

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No problem. There are also fixes for Final Frontier and Chatterer as well as SCANsat and Interstellar. I will be making one for the Lazor system but I haven't unlocked in career mode yet so don't know what needs fixing :P

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sure send it in a p.m. we on active texture manager here

Sorry wasn't clear -- an ATM config for reducing replacement textures used by Texture Replacer. It'd be handy to downscale textures on the fly instead of destructively resizing in Photoshop or the Gimp.

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Texture Replacer has its own compressor built in. That is why I have not made a config because it will cause conflicts.

TextureReplacer won't resize textured, right? I think it just applies the same DXT5 compresssion without resampling.

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TextureReplacer won't resize textured, right? I think it just applies the same DXT5 compresssion without resampling.

I also thought it detects ATM and doesn't attempt compression if it's present?

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This is now basically a requirement to use content mods such as KSPI. For example:

most KSPI players have FAR and B9. You kind of need them.

Firespitter and toolbar are required.

Procedural wings in almost a necessity regardless of what other mods.

And that is 3.6 Gigabytes before even entering the spaceplane hanger.

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