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How does 0.23 achieve the optimizations?


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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".

Considering the fact that one of the recently fixed 64-bit Win Unity client bugs was "raycasting randomly causes crashes," I really don't think we can really say that the 64-bit Unity Win client isn't the issue. They've obviously done at least all of the non-OS specific 64 bit recoding, because there's a 64 bit version of the Linux version of KSP. I'll admit that it's possible that all the remaining bugs are on the KSP side, but we've got no evidence that that is the case.

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Roger that, good sir! Are there hard numbers (or examples) on how much the game is sped up now?

There have been various numbers given ranging from 15-30%, and a few examples of even higher performance improvements. There were also improvements in the memory usage mentioned, but noone's given any numbers on that.

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Unity operates its materials and textures through what it calls "drawcalls" - usually, one per material/texture per object. Given the ridiculous number of objects in KSP, I expect that it would have multiple tens of thousands (when most games would have <1000 probably). With unity 4.3, it now is better at batching those drawcalls, resulting in a lot of savings there.

I also would expect the optimizations to simply come from restructured and more efficient code in a lot of places.

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