#Performance

1 messages · Page 2 of 1

odd dew
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i don't imagine the devs here may've been entirely familiar with how costly having such complex models was, but i suppose we might see some optimizations if they've drawn the same conclusions as the community

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i suppose there's always something to learn about developing but whether they take action is also another thing, which i'm trusting they do

leaden fog
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It's primarily the planets as the framerate rises dramatically when you are away from any planet, or on the map, and clearly the graphics settings have negligible effects because they don't appear to control any of the planet rendering where the main issue lies.
All of these problems are about half-baked shaders and geometry, and NOT about people's GPUs. I've worked 7 years on Unity projects and having a terrain and a couple of buildings, even with insane polygon counts, dozens of materials and a bunch of post-processing effects, shouldn't tank even a 5 year old GPU to sub 15 fps. Hell that kind of scene you can even get running on mobiles.
I ran CP2077 on 2k on ultra on this rig... to get something running as molassess you have to be doing something insanely excessive or plain wrong.

odd dew
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i wasn't here for this but i was told ksp1 was also sort of a mess on launch too

leaden fog
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this is EA not a launch, problems are to be expected

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but honestly they could have just put a placeholder planet rendering to let us test the game if they knew their fancy planet shaders are under a total overhaul...

worldly relic
winter drift
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Gyus i averaging(sorry can't spell it) 20 fps on my 1060 3gb. I've done a succesful mission to the mun. Only thing i had to do is to set PhisiX priority to CPU

broken epoch
# leaden fog this is EA not a launch, problems are to be expected

Just because a game is new, doesn't mean it shouldn't be criticized. Not to mention the price tag, in its current state it's not worth 50 euro, it's worth more like 5, if that. I'm sorry but when they give it the AAA treatment, doesn't matter how many bugs they warn people about, the game should at LEAST be able to run

leaden fog
broken epoch
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Fair enough, my bad then

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But I have seen people that are defending its current state, which just boggles the mind

leaden fog
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Its just people calling it a "launch" when its not a launch, is simply wrong. It's Early Access to a project in the middle of development. Should it have this hot mess of performance issue that half of people can't even run it on first day? No it should not. They should have delayed, or should have put a placeholder system, or at least should have been extremely clear about how bad the perf. was.

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But as it often is in game dev I'm sure this is yet another case of executive meddling, and the devs worked their asses off to meet a deadline, but suits in PR and marketing refused to move the date or communicate the issues...

broken epoch
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Honestly the main thing that pisses me off is the specs they gave pre-release. The ones where they were apparently """"conservative"""" with

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Like there is not a single universe where that is true

tribal mantle
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it even runs badly on 4080s, which are significantly above the recommended spec

jovial light
fading pewter
winter drift
jovial light
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I’ll try that

fading pewter
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shame you cant do it per application

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my steam is gone 🤔

jovial light
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Ok i doubt that your setting the Nvida PysX to CPU had anything to do with KSP 2 because I don't even have that option

fading pewter
jovial light
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I have an AMD GPU, but on my old install of windows I had an nvida phys X control app even through I had an AMD GPU, some game I think installed it. but on this fresh install with basically only steam and KSP 2 I don't have it

fading pewter
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it wont work if you only have an amd gpu

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nvidia control panel is for controlling nvidia stuff

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i tried the option, didnt really change my fps by much

jovial light
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I know again even with an AMD gpu on my old install of windows I had a Nvida PysX control app for some game that used PhysX. I don't have that so obviously KSP 2 didn't require it. So im saying that PhysX has nothing to do with KSP 2

fading pewter
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oh thats cause i set it to gpu lmao let me try again

fading pewter
jovial light
# fading pewter how do you know ksp2 doesnt use physx?

I reinstalled winodws recently but on my old install a I had an Nvida PhysX control panel thing. I assume some game installed it because it used phys X. On this fresh in stall I only have KSP 2 installed and it didn't add the PhysX thing. Theirfor I assume that ksp 2 does not use phys x

fading pewter
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thats not how any of that works

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i dont have a vulkan control panel, doesnt mean i cant use vulkan lol

full locust
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The game barely uses my computers resources when under load and I have pretty much spec for spec the recommended hardware except a newer CPU by 1 gen. I expect massive bottleneck improvements will come and I’m sure the devs are well aware

fading pewter
full locust
fading pewter
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i dont even have 4 or 5g vram lol

full locust
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Not enough to pull much power at all

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Usually if a game is chugging, my car is going to be heading up like a space heater, but in this case, it’s barely even being used at all so I figure with time improvements will come and lower cards will do much much better

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There’s no way they’re filling up my friend buffer on a 3080 in a 1080 P setting

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And the CPU isn’t even generating enough heat to make the fans hit the curve

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Which tells me the game engine has some massive bottleneck somewhere

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But if that’s the case, it means that I’m sure their doves are aware and working on it

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Features before optimization, etc.

round seal
supple jasper
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Even with my 3080 ti I have to expect 15 fps while flying, it's definitely the game engine cause my GPU and CPU are not close to being used 100% and it's running so slow

stark shoal
round seal
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Steam

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It's also in the forums, let me find a link

stark shoal
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Ah yeah i see it, Thanks!

tame nexus
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Lil fix

full locust
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Or use struts you maniac 🤣

tame nexus
full locust
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I was building an interstellar vehicle last night and it was noodling all over the place lol

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Decouplers on engines are just not strong enough to support XL parts lol

bronze tinsel
# tame nexus

is there something like this but for terrain detail distances?

weak compass
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i seem to be getting stable 60 fps
notably after moving the game to my faster hard drive
maybe that could be a solution for people? the game is bigger then KSP so alot of people might've installed it on bigger slower drives

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3600X, 16gb ram, 1650 super

bold harness
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I installed games like Elden Ring and Halo infinite on this very drive and they ran perfectly fine. This isnt due to drives this is just poor optimisation.
I mean some of the poly counts on models are insane from what Ive seen

azure scroll
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elden ring and halo infinite aren't simulating real life orbital mechanics in real time

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rocket science has that stigma for a reason

bold harness
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Ok so ksp 1 max settings with a bunch of visual mods, runs really well. The game needs optimising, simulating orbital mechanics doesnt inherently mean your game will run bad.

weak compass
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optimization can effect specific hardware

bold harness
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Yea so optimization is the problem, you agree

full locust
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“Optimization” is really vague and doesn’t really describe the issue. It always comes last in the development process, that’s no surprise. But it appears as though there’s some major bottlenecks in the render pipeline, which should improve quickly.

weak compass
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when was i saying it wasnt a problem

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i was talking about what fixed it, for myself

wintry arrow
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#1079130678047805452 message

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Anyone else try this?

azure scroll
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and that's still with noticeable visual bugs like terrain tearing and frame stutters

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it's simply a very ambitious game

bold harness
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I know that, but the way you worded it sounded like you said that simulating orbital mechanics inherently makes things laggy

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If that wasnt what you meant, I apologize

azure scroll
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no, that part is just a software engineering/physicist nightmare but able to be simulated

azure scroll
bold harness
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Ok something I just realized, ksp 2 is defaulted to windowed, when I changed it to fullscreen it ran much better

leaden fog
hasty adder
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I don't understand

lyric jetty
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I've noticed that general performance issues come with procedural wings -- even in VAB end up with 1 FPS lows when panning around. Game assets look a little blurry at 1440p

To report my overall performance: avg about 50-60 fps, sometimes up into 100 depending on craft, location, etc. 1440p (upscaling to 4k), max preset. Hope this helps.

Ryzen 9 5900X, RTX 4080, 64GB of RAM at 3600Mhz

full locust
surreal meteor
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You can find my specs really higher in this thread but I juste wanted to say that with my little config. I get the same numbers of FPS in High or Low (6fps looking at Kerbin, 20-30fps looking at the sky). So the lag is really CPU based...

safe birch
round seal
surreal meteor
ember current
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I have a laptop with a 2060 but when around the space center, on low settings i get ~10fps!!! sometimes its up to 20 but thats only for a few seconds. when im on the mun, its perfectly smooth. There obviously needs to be some optimisation around the KSC.

split otter
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Sadly I'm afraid it's like ksp 1, it doesn't matter how good the pc is it's just a poorly optimized game.

lethal jasper
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I am certain it will get a lot better in the future but for now, you are right

split otter
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I hope it does get better

raven whale
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I’d say buy it now play it later it’s cheaper now than it will be in future so after they add stuff and fix the performance

south merlin
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Wait a week or until the first major patch comes out and fixes all of the low-hanging and worst bugs

fading pewter
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surely klueless

full locust
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Well I’ve left a bunch of modules in orbit that need to be undocked and redocked when they do lol

teal hearth
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I really like the part where the game uses 100% of my GPU in a blank VAB screen, but then use less and less GPU as more parts get added. I don't know how in the world they managed to do that, but its terrible. Very disappointing, but hopefully they fix the major roadblocks soon.

keen knoll
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I have the same predicament but it would be nice for the game to have less glitiches

pure stone
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Just for statistics.

i7 8700
RTX 3070ti
32GB RAM 2400MHz
SSD WD Green

25-30fps without any craft\rocket in KSC view.
15-20fps when fly jet.
6-10fps when launch rocket with 170 parts.
Meantime CPU load at 30-40%, GPU - 25-30%, 18GB free RAM, SSD does literally nothing.
This is sad.

wide ravine
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Same here.
RTX 3060Ti, i7 10700F, 32GB RAM, fast SSD.

150 part vehicle is like 2fps with 30% CPU load, 35% GPU load and 20GB of ram used while playing on minimum details.

hasty adder
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Statistics also:

Computer Information:
Manufacturer: ASUS
Form Factor: Desktop

Processor Information:
AMD Ryzen 9 5950X 16-Core Processor OC 4.1ghz Base 4.65ghz Boost on custom water loop

Operating System Version:
Windows 10 (64 bit)

Video Card:
EVGA GeForce RTX 3080 Ti FTW 3
Driver: NVIDIA GeForce RTX 3080 Ti
Driver Version: 31.0.15.2849
DirectX Driver Version: 31.0.15.2849
Driver Date: 2 2 2023
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 164 Hz
DirectX Card: NVIDIA GeForce RTX 3080 Ti
Number of Monitors: 3
Primary Display Resolution: 1920 x 1080
Desktop Resolution: 6660 x 2321
Primary Display Size: 27.48" x 15.47" (31.54" diag)
69.8cm x 39.3cm (80.1cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 12287 MB

Memory:
RAM: 32673 MB

Experience:
On a fresh file I get about 45~55 fps on launch with sub 50 part vessels (maybe down to 35 in clouds). I built a space station with multiple launches making it around 250~300 parts with 12-15 fps. Tried to dock a large interplanetary ship of ~150 parts but the closer I got the more I lose frames. Got to 200 meters and went under 4 fps. The whole time my cpu was about 10% and gpu was 15%. When I pause the simulation the gpu hits 80%.

kind wigeon
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With AMD ryzen 5 2600, 32g ram and 3060ti not ok, lag in takeoff 5fps
But with ryzen 5 5600x It's ok..40-50fps...
Maybe It's the L2 cash(16->32) that changes everything?🤔

wild plinth
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if they just fix the terrain then fps will likely improve by 2-3x

icy lantern
wild plinth
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Literally drops from 120fps to less than 30fps just from this

fading pewter
# wild plinth

Anyone want to explain what is going on in this image for the average buffoon (me)

wild plinth
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Drawing the planets is taking up 60-80% of the total frame time if you are looking at the planet

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@fading pewter

fading pewter
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Is the big ol' bar the total frame time and the big yellow guy(s?) the drawing

wild plinth
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the width of the bar corresponds to the time taken on that element and the height of the bar represents the number of vertices

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in this case those two render targets alone take over 20ms

fading pewter
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And the yellow and green colours represent?

fleet pawn
wild plinth
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(this is not "bad hardware" by any means, 11700k, 32gb ram, 1080ti, game installed on nvme ssd)

wild plinth
fading pewter
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Oh ok

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Thanks for explanation

night nacelle
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Can tell just by what some of the bugs are they don't have a dev on the team with much real-world experience. The input bubbling issue alone proves that lol

severe sparrow
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is a Lenovo Ideapad S340 strong enough to run ksp 2 cos i cant play ksp 2 for some reason

wild plinth
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No, it doesnt meet any of the requirements

lethal jasper
# wild plinth

Could this be fixed by splitting the planets up into small chunks and then do some lod magic to reduce the numer of vertecies/tris?

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Not an expert lol

night nacelle
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Could cut the calls in half just by occluding the side of the planet you can't see (I haven't looked to see if they are or not)

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Use LOD to scale the mesh up/down as well. Since they using heightmap data doing so would pretty simple to do

dull lava
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If you ask me this is a beefy game that needs a beefy PC, a bit of optimization would be good but at the point where the graphics would be low enough to run on every PC, you just made ksp 1 again

night nacelle
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tbf, this games graphics aren't even top of the line for 6 years ago

signal harbor
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me too

kindred abyss
thin crystal
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same with R 5600h and RTX 3070 but it's an early acces, dont forgot it

lethal jasper
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My original suggestion was to seperate every celestial body in chunks, maybe even hundreds, Then you could dynamicly interchange lod models per chunk and also better control occlusion, therefore massivly reducing the mesh size needed to be rendered

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Sebastian Lague demonstrated that concept in his series about his geography game: https://www.youtube.com/watch?v=sLqXFF8mlEU

A little experimental game I've been working on recently, where you fly around a tiny version of the world and deliver packages to various cities. Would love to hear any ideas you might have about how this could be taken further!

The next episode about this project's development is now available here: https://www.youtube.com/watch?v=UXD97l7ZT0w...

▶ Play video
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He also had the issue of rendering an entire planet with very highly detailed surface features and that is how he solved it

lethal jasper
# wild plinth

May I ask what program that is and how you extracted the files from ksp2?

wild plinth
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There are no files extracted here, this is simply the intel graphics frame analyzer

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In general, the greater area on the screen covered with a planet surface, the worse the performance gets

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For context, this is the frame that is being drawn. There isn't massive numbers of parts or tons of stuff going on on the screen. Just a normal-sized rocket launching

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@lethal jasper

lethal jasper
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Though at that distance the level of detail should be really low, shouldn't it

wild plinth
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You would think so, especially with the blockiness that is clearly visible in the coastlines

lethal jasper
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I'm digging through the files currently, let's see if I can find something usefull, but keep in mind I am pretty much a beginner lol

lethal jasper
lethal jasper
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Oh my god, I can actually access the code? There are files of type monobehaviour

wintry arrow
wild plinth
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please see the above

lethal jasper
wild plinth
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no thats ok, its not immediately clear upon first viewing the channel

night nacelle
lethal jasper
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Can confirm that there is some sort of mod manager in the files

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Also stuff for colonies and multiplayer, but we already knew that

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I have not yet understood what causes the unoptimized plantes, but I found some stuff about science mode:
First of all, the techtree is divided into 3 categories: Progression, New Tools and Quality of Life

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Keep in mind that I might be misinterpreting stuff but I thought I'd just keep you guys updated on what I find

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It looks like it will still work based on science points: public Property<int> ScienceCost;

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Nodes in the tech-tree can also be hidden as far as it seems. So they would be invisible. But why though

wintry arrow
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Might be so you cant see too far into the future of tech, because if you did, there wouldnt be any reason to build only 1 tech advancement ahead, to mimmick realistic progress maybe?

lethal jasper
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Any smart person here have an idea where the actual data of the tech-tree nodes would be saved? The code referes to techData which is type Technology
I should probably get what that means but I had like 2 hours of sleep last night lol

wild plinth
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Nodes can be hidden in KSP 1

lethal jasper
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Really? I never knew about that

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I found some sort of benchmark tool. Not exactly sure what it does but it seems to move some object (perhaps the camera)

    {
      if (index < 0 || index >= this.Count)
        return;
      this.nodes[index].latitude = state.latitude;
      this.nodes[index].longitude = state.longitude;
      this.nodes[index].altitude = state.altitude;
      this.nodes[index].heading = state.heading;
      this.nodes[index].pitch = state.pitch;
      this.nodes[index].speedMultiplier = state.speedMultiplier;
    }```
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Oh my god, they are working on a replay tool

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It's all there, hiding ui, cinematic camera, stuff like that

wild plinth
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replay tool would be nice

lethal jasper
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Absolutely

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Okay, I need a smart person here. I got a code named PlanetViewer. Could this be the one responsible for rendering the plantes and doing stuff like lod. The code is way out of my league so I have a hard time understanding what the code actaully does

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Looks like there are code snippets that are triggered when switching to the KSC midflight

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It can also...show a kerbal for scale??

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Prob some sort of debug function

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Found support for lights on a logitech keyboard

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Found support for decals

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Possibly found support for footprints

wintry arrow
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All these unfinished features... hoping they focus on fixing performance first and all the issues xD

lethal jasper
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Looks like you can get an overview of all your delivery routes from some sort of colony manager window. You can see the status of the delivery routes, namely: Ready to launch, Proceeding to destination, returning to origin and paused

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Found the error message for when you try to set up a delivery route, without having finished that flight yourself: "Invalid delivery route", "This flight must be complete before it can be turned into a delivery route."

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I'm gonna go to bed but feel free to ask me what you want to know about unrelesaed content and i will try to find it tomorrow

fading pewter
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Appreciate the stuff you are finding but maybe #1078772679374549154 isn't the place for it

lethal jasper
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Yeah you are right

wintry arrow
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but tbh i dont see a better place to have this posted in, unless getting it buried in general or something

lethal jasper
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Maye I'll do a youtube video on it or something like that

fading pewter
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People were posting stuff in #🔹ksp2_modding before

wild plinth
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I keep seeing notifications for this channel but no messages

visual dew
full locust
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Render pipeline is just kinda half baked right now. Performance improvements will come

fading pewter
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#🔹ksp2_modding message someone said this

gray swift
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@lethal jasper they're using a combination of lod chunks and tesselation, demonstrably. Its not clear where their issue is but the implementation you propose is not only obviously being used here, but it is a default part of every game engine since Dx11 came out around 2010. Nothing new.

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Sebastian Lague does do a great breakdown though, Ill give ya that

hasty coyote
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.

queen blaze
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Bruh, this is a clear indication of: you need a better PC.

I just bought one bc my GTX 1050 wasn’t powerful enough anymore.
I built a PC to last approximately 5 years (before any replacements) for only 1.171k AUD. Now if you lot are gonna complain like I did - don’t expect the world to change just because you all fell behind. Skill issue.

lethal jasper
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Oh yeah let me just pull some money out of my ass and buy a new pc

queen blaze
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You have no idea how much hell I went through.

lethal jasper
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And I don't care

queen blaze
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Copium issue.

lethal jasper
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My point is that you shouldn't need a 4080 to get 40 fps max

queen blaze
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You wanted to play, that’s the real price.

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I don’t mind 15fps, I grew up with 15fps.

lethal jasper
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I wouldn't mind 15 fps

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I mind 2 fps though

queen blaze
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RX6600 sapphire Pulse. Cheap solution for PC.

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You can’t ask for the performance to be lowered for a game that claimed high performance.

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Try to see it from the Dev’s point of view.

lethal jasper
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I can, because there are many optimizations that need to be done and the devs aknowleged that

queen blaze
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Agreed, but once interstellar comes out, we are only gonna end up right back here.

lethal jasper
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I dont think so. I think the devs can manage to improve the performance massivly even with interstellar

queen blaze
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It’s like running cities skylines at max in the background after that.

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We shall see.

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We shall see.

vagrant socket
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sage pilot
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So the answer I gained from this is that they have done as much major graphical optimizations as possible with the current terrain system

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And that better performance would come out of the new binary tree table and the new renderer

tame nexus
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@dusty breach would appreciate it if u connect with Gameslinx and give him insights, to deliver great results.

whole lantern
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My personal theory is that the performance is more CPU based as long as the GPU has the specs to run it

My 3060 gives me on my main machine a lot more fps than when I put it in my secondary

The only difference is the CPU with the 5800X3D performing like 3 times better than the 3600 in the other PC

fallow osprey
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I'm sorry you feel that way. EA is not an all encompassing standard for game release state. EA covers pre-alpha, alpha, and betas. This game's in alpha. The reason your fps is horrible has nothing to do with how good your system as a whole is. It's how good a single core in your processor is right now. The reason people have mixed fps results is because of that core and how good it is eing the bottleneck. My assumption is that it is constrained to a single core to really nail down cpu optimization before opening it up. So yes it is very much in basic optimization phase as adding features and optimization work are not mutually exclusive tasks for a 30 man dev team