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


rbray89

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In the config it uses bilinear, can we change it to trilinear? Is it set up for that if we changed it to that?

Yes, but it will have a slight impact on graphics performance. I wanted to leave this as a secondary option for those who might want it.

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Could you put a comment section in the main configuration so that people know of the extra options at their disposle? Obviously write the fact that it will increase memory usage and effect performance. I have been wondering this since version 2 but only chose to ask now since I was doing more research on antistropic, trilinear and bilinear.

Edit: Obviously if you did this make it a hotfix or in the next release have it in there, don't do a full update for just commenting XD

Edited by bulletrhli
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Yay! Back up to 1013MB savings. That's damn impressive. I think this one's a keeper, unless you've got any more tricks up your sleeve.

Afraid not. I have done basically all I can here. However, I will probably be working with Shaw (author of Texture Replacer) to create a universal texture manager/replacer as some of the functionality overlaps. Plus, I really like integrated solutions to problems.

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Could you put a comment section in the main configuration so that people know of the extra options at their disposle? Obviously write the fact that it will increase memory usage and effect performance. I have been wondering this since version 2 but only chose to ask now since I was doing more research on antistropic, trilinear and bilinear.

Will do. Excellent idea.

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Great :) I understand how much this helps people so for the amount of memory you free up with this mod, having the option for you to have the game just a bit more gorgeous is a great feeling.

Just updated the current release with a tiny change that has detailed documetation on modifying the config(s) within the textureCompressor.cfg file.

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Just updated the current release with a tiny change that has detailed documetation on modifying the config(s) within the textureCompressor.cfg file.

I see that, its really good. The formatting could be improved slightly but is not entirely necessary since only advanced users will really be tinkering with any of that.

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If you go around a large station with hundreds or thousands of parts, you MAY notice a increase in FPS. This mod works uses a few compression methods to help decrease overall memory usage for KSP so yes, it will have an effect on both stock and modded parts. Depending on your computer and what you have installed and if you have the configuration set up properly, there is a good chance you will see a difference.

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Bug Report:

Running a brand new download of 2-10 aggressive (With the fix you made) and after a 13 minute loading time and 1560MB saved, I get this small bug with my screen. http://imgur.com/a/qDmfg http://imgur.com/a/qDmfg Only kinda of irritating, but thought you should know.

You can add exceptions to the folders that house the toolbar icons. Then they won't be compressed into unreadability! You need to add the proper .cfg file for each mod and add the exception code, of which there are examples in the textureCompressorCfg folder.

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It is possible that this is due to mipmaps... when in use, rendering should be faster. Try enabling mipmaps in the aggressive config. Note that this will increase the memory usage slightly.

Greetings,

That seemed to have fixed it. FPS rates are now +- 2 FPS from 1.1.

I do have another question: I'm about to tackle 2.10 and I see you've change how the config files work. Where do I look to see what textures are not loading correctly? (KSP.Log???) Also, how do I know what section of the lo file to put those troublesome textures and what settings to use for each?

If I read the docs correctly, setting a texture to non-readable moves it to the GPU memory. Does that unload it from the system memory or just make it render faster because it's already in GPU memory?

Yeah, that turned out to be more than one question. :-)

OK, one more question and I'll shut up. I can see the only real progression beyond this point is to create a cache of compressed tuextures and load them instead of the uncompressed ones we use now. Is that something that's an option for a future release of this mod or is that strictly a SQUAD/UNITY issue?

Thanks for your hard work!

Best regards,

The Dude

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1. The debug menu has a database tab and it will give you loads of information you know.

2. Rbray has kindly put information in the main config file to aid in setting up your own config files should an issue arise. Otherwise, post the problem and one of us will gladly help.

3. This I do not know off hand, but I think it says so in the config file (texturecompressor config)

4. If you mean creating a cached file then loading from disc, Rbray removed that feature to limit disc usage. He has reverted to run time compression and I doubt he will return back to what he was previously using.

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Greetings,

That seemed to have fixed it. FPS rates are now +- 2 FPS from 1.1.

I do have another question: I'm about to tackle 2.10 and I see you've change how the config files work. Where do I look to see what textures are not loading correctly? (KSP.Log???) Also, how do I know what section of the lo file to put those troublesome textures and what settings to use for each?

If I read the docs correctly, setting a texture to non-readable moves it to the GPU memory. Does that unload it from the system memory or just make it render faster because it's already in GPU memory?

Yeah, that turned out to be more than one question. :-)

OK, one more question and I'll shut up. I can see the only real progression beyond this point is to create a cache of compressed tuextures and load them instead of the uncompressed ones we use now. Is that something that's an option for a future release of this mod or is that strictly a SQUAD/UNITY issue?

Thanks for your hard work!

Best regards,

The Dude

So in unity, when you have textures, you can have a "physical" texture and a "virtual" one. the physical texture is the one that is in system/graphics memory/buffer. The virtual one is actually a copy, that can be accessed in the scripting interface. Once textures are in GPU space, they can't leave, so leaving it readable, leaves a copy of that texture in userspace memory. This is one reason why this mod works so well. It commits as many textures as it can. It should be noted though, that MBMs are already committed by squad (but pngs and tgas aren't).

As for the other suggestion, I'm not sure what you mean. I avoided disk space as lots of people didn't like the fact that it was updating their system, and moving to MBMs made textures unreadable, etc. SO I decided to go this route, where textures are just re-loaded if need be, and then resized in memory, not disk. Adds startup time. But keeps the disk/install original.

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