Andrew Hansen Posted January 10, 2014 Share Posted January 10, 2014 Basic just compresses textures. Aggressive halves texture resolution and omits mipmaps from normal maps, in addition.Thanks! I guess since I already have the basic 0.23 version, I don't need this then. Link to comment Share on other sites More sharing options...
bulletrhli Posted January 10, 2014 Share Posted January 10, 2014 With every version besides one, I usually get 1.2-3GB memory usage. I am proud to present.. 880MB! YAY 2-12 ftw! Link to comment Share on other sites More sharing options...
GreyRaven75 Posted January 10, 2014 Share Posted January 10, 2014 Thank you! Link to comment Share on other sites More sharing options...
tygoo7 Posted January 10, 2014 Share Posted January 10, 2014 rbray I love you(no homo). The new version is EVEN BETTER! Before my ram usage was 2.9gb with a whole lot of mods(to much to say) and I added the new version and also LLL and I'm down to 2.3gb!!! Link to comment Share on other sites More sharing options...
Madman With A Box Posted January 11, 2014 Share Posted January 11, 2014 (edited) Can someone explain to me what's the difference between Basic and Aggressive? I think the OP needs to be updated with that info. I know I could probably find the answer if I searched through all of the 70 pages on this thread, but I don't have time right now.I'm assuming that Aggressive saves more RAM than Basic, but I'm wondering if it reduces the texture quality more.Thanks!I was using the texture replacer mod before with texture reduction packs and hated how everything looked like crap and was always well over 3GB of ram used. I switched to this, and now that the errors are fixed, using aggressive config and my own config files I get 2.5GB ram usage at main menu and have even more mods (over 60) installed than I did previously and everything looks great.Edit: Should also point out that's without texture reduction packs now. Edited January 11, 2014 by Madman With A Box Link to comment Share on other sites More sharing options...
Commissar Posted January 11, 2014 Share Posted January 11, 2014 wow, this is awesome. was usually at 2.7GB at load, with 1/8 textures, now 1.9GB in SPH, with 1/4 tex, even after installing a few more mods. Link to comment Share on other sites More sharing options...
rbray89 Posted January 11, 2014 Author Share Posted January 11, 2014 rbray - How does the plugin/game handle textures that are replaced using model nodes? Does it keep them in memory or are they unloaded?Model nodes? Please elaborate. I'm not sure what you mean here. Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 Configs for Agressive are definitely incorrect in regards to RasterPropMonitor. RPM relies a lot on textures that cannot be reduced in size, in particular fonts, they should be treated as GUI. I didn't test this yet, but it should in theory work:OVERRIDES_FOLDERS{ JSI/RasterPropMonitor/ExampleMFD/ { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true }} Link to comment Share on other sites More sharing options...
Deltac Posted January 11, 2014 Share Posted January 11, 2014 Model nodes? Please elaborate. I'm not sure what you mean here.I think it has to do with Configs. Every line is a "node" for some reason. Something like MODULE{} is a whole entire node that can have sub nodes. The MODEL node is what allows you to take different meshes and combine them into 1 part. It probably has other uses, but that use is the most pressing as far as I've seen. I'm looking at the Squad configs right now, and haven't seen a model node used, but I've only looked at the Rapier and one of the Nuke engines. Link to comment Share on other sites More sharing options...
somnambulist Posted January 11, 2014 Share Posted January 11, 2014 Model nodes? Please elaborate. I'm not sure what you mean here.See here http://forum.kerbalspaceprogram.com/threads/34013-0-20-PartTools-GameDatabase-and-new-features Link to comment Share on other sites More sharing options...
rbray89 Posted January 11, 2014 Author Share Posted January 11, 2014 there is a new TEST release for those pesky 1x1 pixel images, WarpPlugin, and JSI https://github.com/waka324/TextureCompressor/releases/tag/2-13-test Link to comment Share on other sites More sharing options...
Argelle Posted January 11, 2014 Share Posted January 11, 2014 Configs for Agressive are definitely incorrect in regards to RasterPropMonitor. RPM relies a lot on textures that cannot be reduced in size, in particular fonts, they should be treated as GUI. I didn't test this yet, but it should in theory work:Would you advise to use basic config in the meantime? Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 Would you advise to use basic config in the meantime?I haven't played at all with texture management, but here's what I can tell you exactly:Reducing certain textures in size, in particular font bitmaps, will break RPM completely.Reducing most of the things that go into compositing a screen, like overlays or the texture that goes on the navball, will make it very hard to use, but won't exactly break it.Reducing textures that go into the few props RPM introduces is safe, but these were tiny to start with.There's basically very little in RPM you can safely squash and most of it is already as small as it gets, there's nothing so silly as a 2048x2048 throttle handle in it, so it's best to add an exception for RPM. Link to comment Share on other sites More sharing options...
rbray89 Posted January 11, 2014 Author Share Posted January 11, 2014 I haven't played at all with texture management, but here's what I can tell you exactly:Reducing certain textures in size, in particular font bitmaps, will break RPM completely.Reducing most of the things that go into compositing a screen, like overlays or the texture that goes on the navball, will make it very hard to use, but won't exactly break it.Reducing textures that go into the few props RPM introduces is safe, but these were tiny to start with.There's basically very little in RPM you can safely squash and most of it is already as small as it gets, there's nothing so silly as a 2048x2048 throttle handle in it, so it's best to add an exception for RPM.If you could take a look at the test version and let me know if it works as expected, I'll upload the changes. The RasterpProp changes are ones I'm very interested in. Link to comment Share on other sites More sharing options...
Mihara Posted January 11, 2014 Share Posted January 11, 2014 If you could take a look at the test version and let me know if it works as expected, I'll upload the changes. The RasterpProp changes are ones I'm very interested in.RPM seems to survive with no ill effects. Stock instruments that remain are pretty much unreadable, though, might I suggest imposing a minimum size on textures in Squad/Props? Particularly everything with markings on it, like AltimeterThreeHands, AtmosphereDepth, AxisIndicator, Compass, IndicatorPanel, NavBall, radarAltitude and VSI. Link to comment Share on other sites More sharing options...
rbray89 Posted January 11, 2014 Author Share Posted January 11, 2014 RPM seems to survive with no ill effects. Stock instruments that remain are pretty much unreadable, though, might I suggest imposing a minimum size on textures in Squad/Props? Particularly everything with markings on it, like AltimeterThreeHands, AtmosphereDepth, AxisIndicator, Compass, IndicatorPanel, NavBall, radarAltitude and VSI.Ah. Will do. Link to comment Share on other sites More sharing options...
bulletrhli Posted January 12, 2014 Share Posted January 12, 2014 Rbray, is the test version for the JSI RPM console fix? Link to comment Share on other sites More sharing options...
tygoo7 Posted January 12, 2014 Share Posted January 12, 2014 The test version kept crashing for me. I found a way to fix the props and RPM with 2-12. I just do an overide for the JSI folder with RPM and the Props folder in Squad. Link to comment Share on other sites More sharing options...
rbray89 Posted January 12, 2014 Author Share Posted January 12, 2014 Rbray, is the test version for the JSI RPM console fix?It should be. Link to comment Share on other sites More sharing options...
bulletrhli Posted January 12, 2014 Share Posted January 12, 2014 Rbray, I know what to add for the RPM plugin. Inside the JSI config, add this.OVERRIDES_FOLDERS{ JSI/RasterPropMonitor/Example/ExampleMFD { compress = true mipmaps = false scale = 1 max_size = 0 filtering = Bilinear make_not_readable = true }}I will assume the same will work for the inside of the squad cockpits, but, for the JSI RPM mod, this works better than expected. Link to comment Share on other sites More sharing options...
Wampa842 Posted January 12, 2014 Share Posted January 12, 2014 (edited) When I had 1-1 installed, KSP didn't go over 1.7GB of RAM usage. After updating to 2-12 basic, I get 2.4GB on the main screen. I don't know what is happening, but it's messed up. Yes, I restarted it three times, getting increased RAM usage every time. 1.7GB, 1.8GB, and 2.4GB in this order.*update* VAB produces 2.6GB. I'm almost afraid to fly my craft. Edited January 12, 2014 by Wampa842 Link to comment Share on other sites More sharing options...
bulletrhli Posted January 12, 2014 Share Posted January 12, 2014 Remove the Boulder Co folder inside the Game Data folder then add the AGGRESSIVE version and tell me your results at the space center. Link to comment Share on other sites More sharing options...
Wampa842 Posted January 12, 2014 Share Posted January 12, 2014 Fine, I'll do that, I'll update this message when I get the results.Though I don't know why rbray would create an update that is less efficient than the previous release. Link to comment Share on other sites More sharing options...
bulletrhli Posted January 12, 2014 Share Posted January 12, 2014 Fine, I'll do that, I'll update this message when I get the results.Though I don't know why rbray would create an update that is less efficient than the previous release.He didn't create an update that is less efficient. The basic version adds mipmaps which alone is 20% boost to the memory usage as well as a lot is not compressed and stays at a 1 to 1 scale. Aggressive removes the mip maps and halves the texture size. Theres a bit more to each but I don't think its necessary to go over every little thing. Link to comment Share on other sites More sharing options...
Wampa842 Posted January 12, 2014 Share Posted January 12, 2014 1.8GB at KSC on first launch. It increases to 1.95GB in the VAB, and to 2.1GB on the launch pad. It's still not nearly as good as before, but at least it doesn't crash on launch.It produces similar results on second launch. Link to comment Share on other sites More sharing options...
Recommended Posts