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How does 0.23 achieve the optimizations?


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Is the algorithm of physics changed?

No. Mu stated that the physics and rendering pipelines have not changes; what HAS changed is that he basically has gone through the entire game line by line to analyze how the scripts operate to perform the game functions and game mechanics themselves. He has said in a prior SquadCast that some of that stuff is from the very earliest versions of the game. Some of that was written as placeholders, others were written by a now-departed dev who didn't understand Unity perhaps as much as they do now. But the net result of cleaning up and rewriting all that code is a big improvement in overall performance.

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From what I understood of what Mu said on a pre-0.22 Squadcast, the optimizations are mainly cleaning up old code, and improving textures. That was awhile ago though, so I may be misremembering. But it's the same 32 bit Unity, same PhysX engine, etc.

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The Unity Engine has a 64-bit version I am fairly certain, SQUAD would have to migrate to it.

You're new here, but this has been discussed here forever (literally since the boards began). The 64-bit Unity engine, the way it's used for KSP, has game-killing bugs in both Windows and OS X versions.

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There's not much of a migration, really. It's mostly just a matter of compiling a 64-bit executable. They have already, for Linux. The reason it isn't public for OSX/Windows yet is simply that it's extremely unstable. This thread, however, isn't really about 64bit KSP, so can we please keep things a bit more on topic? :D

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You're new here, but this has been discussed here forever (literally since the boards began). The 64-bit Unity engine, the way it's used for KSP, has game-killing bugs in both Windows and OS X versions.

No, I know that. I'm a programmer, that is very different from "there is no 64-bit Unity for KSP to use", that's "we can't copy & paste our 32-bit Unity code so if we move to 64-bit on all platforms we'll need to dedicate actual development time".

It sounds like Mu stepped through every line of the core code, which sounded like the perfect opportunity to do so, but they didn't. That's a bit disappointing, but I'm not that broken up about it.

They'll have to do it eventually though.

There's not much of a migration, really. It's mostly just a matter of compiling a 64-bit executable. They have already, for Linux. The reason it isn't public for OSX/Windows yet is simply that it's extremely unstable. This thread, however, isn't really about 64bit KSP, so can we please keep things a bit more on topic? :D

Sorry, didn't see this first.

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No, I know that. I'm a programmer, that is very different from "there is no 64-bit Unity for KSP to use", that's "we can't copy & paste our 32-bit Unity code so if we move to 64-bit on all platforms we'll need to dedicate actual development time".

I believe it's a case of "64-bit Unity is riddled with serious bugs on Windows and OSX, not fit for purpose!", but I could be wrong. I'm aware of several other games which have been unable to move to 64-bit on Unity, saying that there's fundamental problems with Unity preventing the move. I don't think that it actually requires all that much development time, assuming that you've not done something horrible which bites with the changed word length, just recompile with the 64-bit box ticked, then testing/QA. The problem seems to be that KSP and other games fail at the testing/QA stage on 64-bit Unity, with the finger of blame pointing squarely at Unity.

Maybe I'm wrong, and being unfairly harsh on Unity. The above is just my limited understanding based on what I've read about problems with going to 64-bit on Unity.

At least KSP has managed to avoid the critical bug in Unity for OSX which guarantees data loss by storing persistent data in a location which is automatically excluded from backups and cleared out by some Apple scripts and support processes…

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