little square dot Posted December 8, 2013 Share Posted December 8, 2013 A tip o' my hat as well. Great work. Link to comment Share on other sites More sharing options...
JordanL Posted December 8, 2013 Share Posted December 8, 2013 This mod saved me over 1.5 GB.... just wow. Link to comment Share on other sites More sharing options...
team.leit Posted December 8, 2013 Share Posted December 8, 2013 This mod saved me over 1.5 GB.... just wow.WOW what mods were you using to get you a savings of 1.5 GB? Link to comment Share on other sites More sharing options...
JordanL Posted December 9, 2013 Share Posted December 9, 2013 (edited) WOW what mods were you using to get you a savings of 1.5 GB?God, uh... I'm using about 25 mods.RemoteTech2TAL Spherical & Tordial TanksNovaPunchKW RocketryTAC Life SupportKethane PackKASKJRQuantum StrutsCrew ManifestFusTek Station Parts ExpansionLTech ScienceOrbital Construction ReduxExtraplanetary LaunchpadsProtractorMechJebSimple Part OrganizerDoPToOT Station PartsTriggerTech Kerbal Alarm ClockTriggerTech Alternate Resource PanelSurface LightsUbioWeldingInfernal RoboticsThere's probably a few others too. Edited December 9, 2013 by JordanL Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 9, 2013 Share Posted December 9, 2013 Generally, yes. As a bonus, Unity says it renders faster.I'm adding this plugin to my signature. Link to comment Share on other sites More sharing options...
rbray89 Posted December 9, 2013 Author Share Posted December 9, 2013 So I found out that the reason *some* of the textures are not readable, is that they are MBMs that are set to be a normal/bump map (byte 12, 0-indexed). When I remove the flag, they load as readable textures. I am currently working on a way to set the byte to tell KSP it is a normal texture, then load it up, then convert the byte back so we don't screw stuff up (closing during load could still mess stuff up). I should be able to scale the textures this way using a bicubic filter. Link to comment Share on other sites More sharing options...
tetryds Posted December 10, 2013 Share Posted December 10, 2013 went from 3.CRASHINGDUETOLACKOFMEMORY GB to 2GBholly...that's at least 1.8GB reductionshould be 2GB+ if the game didn't crash Link to comment Share on other sites More sharing options...
lincourtl Posted December 10, 2013 Share Posted December 10, 2013 So why wouldn't Squad add this to the stock game? At least make it an option on the settings screen. Link to comment Share on other sites More sharing options...
rbray89 Posted December 10, 2013 Author Share Posted December 10, 2013 So why wouldn't Squad add this to the stock game? At least make it an option on the settings screen.Could very well be coming in the set of optimizations slated for the next release. Link to comment Share on other sites More sharing options...
lincourtl Posted December 10, 2013 Share Posted December 10, 2013 Could very well be coming in the set of optimizations slated for the next release.That would be nice, but somehow I don't think it's so. Whether it is included in the 0.23 optimizations or not, thanks for your work on this. You've allowed me to use far more mods on my memory starved machine. Link to comment Share on other sites More sharing options...
Col_Jessep Posted December 10, 2013 Share Posted December 10, 2013 I went from "I should restart KSP after I got into LKO..." and frequent crashes due to running out of memory to a memory usage around 2.5GB! Thank you so much! I was already very fond of your Clouds & City Lights but I really love the possibilities you opened up with this mod. With FAR, B9, KER, Kethane and C&CL I was really scratching the 3.5GB mark and had to uninstall some mods I really wanted to try (Nova/KW). Link to comment Share on other sites More sharing options...
LORDPrometheus Posted December 10, 2013 Share Posted December 10, 2013 Can squad just hire you already? You've done in a few months what squad hasn't been able to do in two years! Link to comment Share on other sites More sharing options...
Boamere Posted December 10, 2013 Share Posted December 10, 2013 So does this mod reduce the graphics quality of all objects in any noticeable way?I'm a bit scared to download due to the fact my options are at half res already Link to comment Share on other sites More sharing options...
KerbMav Posted December 10, 2013 Share Posted December 10, 2013 I didnt notice any noticable (...) reduction in quality. From what I am hearing you could instead try increasing the ingame setting again. Link to comment Share on other sites More sharing options...
tetryds Posted December 10, 2013 Share Posted December 10, 2013 So does this mod reduce the graphics quality of all objects in any noticeable way?I'm a bit scared to download due to the fact my options are at half res alreadyNo, not at all.I could not notice any difference between the textures now and before, even comparing screenshots.I play at max res. Link to comment Share on other sites More sharing options...
Boamere Posted December 10, 2013 Share Posted December 10, 2013 No, not at all.I could not notice any difference between the textures now and before, even comparing screenshots.I play at max res.Awesome thanks for the quick reply Link to comment Share on other sites More sharing options...
SteamTrout Posted December 10, 2013 Share Posted December 10, 2013 So does this mod reduce the graphics quality of all objects in any noticeable way?It does but only if you inspect something closely on a high res pack such as B9. There's some noticeable blurring when you zoom in closely. It's not that visible during normal gameplay though. Link to comment Share on other sites More sharing options...
Nuke Posted December 10, 2013 Share Posted December 10, 2013 (edited) So does this mod reduce the graphics quality of all objects in any noticeable way?I'm a bit scared to download due to the fact my options are at half res alreadytechnically yes (you have to be a videophile to notice, i certainly cant), but practically no. especially considering the fact that you can go up to the next power of two and still come out with a smaller texture.its actually an amazing format, all colors are encoded as 5'6'5, but thanks to floating point interpolation and range reduction capabilities of the format, it can achieve output colors at greater depth than an 8'8'8 uncompressed texture. Edited December 10, 2013 by Nuke Link to comment Share on other sites More sharing options...
Rayder Posted December 11, 2013 Share Posted December 11, 2013 I also can say that this mod works very well. I was hitting the RAM limit often (~3.7 GB) and now my RAM usage is down to 2.8 so almost reduced by a whole gigabyte! Well done. I can now enjoy all my mods and more with full res textures Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 14, 2013 Share Posted December 14, 2013 What unit is the saving estimation in the log? Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted December 14, 2013 Share Posted December 14, 2013 I have a question to ask.As far as getting things up and running in KSP, this little tweak is excellent and gets things packed in tightly. But the usual thing that makes me wary with KSP is the ram creep over gameplay duration. Do the textures 'unpack' as they are called into use by on-screen elements of the game? And if so, does this mod even remotely touch on 'repacking' them and freeing up RAM from section to section? Seems like if anything, the more your swap from VAB to flight, and back to VAB, and so on, the more the RAM usage creeps to the maximum without putting anything back. By all reasonable logic, when I'm just viewing the KSC complex, it should really be sitting at that same level of RAM usage every time I come back to it. Vehicles aren't loaded, textures aren't needed, but RAM has crept up a few hundred megs and stays that way. Link to comment Share on other sites More sharing options...
rbray89 Posted December 14, 2013 Author Share Posted December 14, 2013 What unit is the saving estimation in the log?Iirc it is in bytes. Link to comment Share on other sites More sharing options...
rbray89 Posted December 14, 2013 Author Share Posted December 14, 2013 I have a question to ask.As far as getting things up and running in KSP, this little tweak is excellent and gets things packed in tightly. But the usual thing that makes me wary with KSP is the ram creep over gameplay duration. Do the textures 'unpack' as they are called into use by on-screen elements of the game? And if so, does this mod even remotely touch on 'repacking' them and freeing up RAM from section to section? Seems like if anything, the more your swap from VAB to flight, and back to VAB, and so on, the more the RAM usage creeps to the maximum without putting anything back. By all reasonable logic, when I'm just viewing the KSC complex, it should really be sitting at that same level of RAM usage every time I come back to it. Vehicles aren't loaded, textures aren't needed, but RAM has crept up a few hundred megs and stays that way.Well the textures are only loaded once... If anything, the ram usage would be parts and physics memory being used. I dont know the rate at which the GC works, so I dont know how often stuff is cleaned up. Link to comment Share on other sites More sharing options...
SergeantBlueforce Posted December 14, 2013 Share Posted December 14, 2013 If this is right I think this has saved me 338 MB, though I could be wrong; I do have about 17 mods installed, 6 of them are just scripts though. Link to comment Share on other sites More sharing options...
deadshot462 Posted December 14, 2013 Share Posted December 14, 2013 Going to give this mod a try, any performance improvements are always helpful. Link to comment Share on other sites More sharing options...
Recommended Posts