Jump to content

follow-up optimisations


Recommended Posts

Well, it seems with the new pack we got a lot of optimisations, and leaves more room for follow-up things.

maybe here are some example ideas :

Remove the water that's under land terrain (if you manage to glitch a Kerbal underground you will see this), this should reduce rendering over land and improve water-lag levels.

Asteroid optimisations, they are needed as they produce a lot of lag for lower end machines. (aka me)

With the new structural integrity maybe we could get a 5x or 6x phys-warp maybe so the ion engines can be 1/4 less powerful.

try and optimise anti-aliasing, it actually produces tons of lag....

Any other ideas ? (no steriotypical "64bit !", that is planned for the near future).

feel nearly free to discuss :)

Link to comment
Share on other sites

Remember that most optimizations will have to wait on future Unity versions.

For instance Unity 5 is going to launch soon. And it will take time for the game to be adapted to it.

If possible tho. I would like an option (default off) to use time on rails time acceleration in low orbit under map view at full rate. This will mean I don't have to waste fuel to burn into a higher orbit just to move time. Or even have a window to jump ahead by orbit or time.

Link to comment
Share on other sites

-Water is just another planet, you can'ty remove it from under the terrain without completely redoing how it's being created/handled/rendered. Mind you that ocean lag has decreased to be null and void on this last update.

-Haven't experienced it, can't comment

-Instability with physical timewarp goes by a factor of two with each increment, and this is going to summon the kraken even on some regular crafts, I'd reccomend against it.

-Anti-aliasing will slow you down. Normally this would be managed by your GPU, but given the amount of stuff Unity offload to the GPU is minimal, you will get some very increased lag because your CPU is already bottlenecked with KSP

There are things that could be done do speed things up, but as said above, a lot of them are Unity dependant. I don't think those are the right path to explore to try to optimize KSP on our side. I think putting on rails loaded but inactive crafts that cannot move (looking at you space stations) would be a god first step IMO. But I don't feel it should be a priority now.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...