Kerbal Space Program

Kerbal Space Program

A Fat, Angry Serval 2014 年 12 月 17 日 上午 3:39
Addressing RAM limits and KSP's increasing RAM footprint.
https://www.youtube.com/watch?v=jPrwqUQ-DCY

First off, if you didn't know, EnterElysium is the guy behind World War K and a part of the KSP media team.

Second, "it's an alpha" excuse doesn't really apply any more, since the game is now in beta. This should have been one of the first things to be fixed or at least addressed in the beta.

Finally, I know you can reduce texture quality to reduce RAM usage. However, that's an end-user workaround. I expect it to not be needed by the time the game is fully released.

All-in-all, I agree with EE on this for the most part - in terms of KSP as a game, it's great, but in terms of KSP as software it really needs work under the hood. I will point out that ActiveTextureManagement is an option, however if the game needs to rely on a mod to keep its RAM usage down then it doesn't bode well for the release.
最后由 A Fat, Angry Serval 编辑于; 2014 年 12 月 17 日 上午 3:44
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Manwith Noname 2014 年 12 月 17 日 上午 4:01 
It's in Beta! ;D

While I can appreciate the concern, in reality anyone using a 32bit OS is likely to have such dire hardware they'd have to turn all the settings down anyway.

There's also comments in the video with regards to Unity 5 that to be honest, I'm not so sure are as concrete as he is making out.
最后由 Manwith Noname 编辑于; 2014 年 12 月 17 日 上午 4:04
ScruffyBamboo 2014 年 12 月 17 日 上午 5:52 
This will be a moot point once the 64-bit version gets stabilised.

Patience, grasshopper.
A Fat, Angry Serval 2014 年 12 月 17 日 下午 6:45 
引用自 ScruffyBamboo
This will be a moot point once the 64-bit version gets stabilised.

Patience, grasshopper.

This is the answer I'm actually looking for. Only thing is, this issue has lasted for a long while now in some shape or form.

引用自 Manwith Noname
It's in Beta! ;D

While I can appreciate the concern, in reality anyone using a 32bit OS is likely to have such dire hardware they'd have to turn all the settings down anyway.

There's also comments in the video with regards to Unity 5 that to be honest, I'm not so sure are as concrete as he is making out.

I'm actually more concerned with the fact that KSP's RAM usage is increasing at a rate that could make modding impossible by the time of release if the 64-bit version remains in development limbo.

On that note, there's a comment on the video that says that the 64-bit version works perfectly so long as you don't exceed the 32-bit RAM limit. When you start using RAM beyond that 3.5 to 4 GB limit, you start to run the risk of crashing. This is actually not an issue with either KSP itself or Unity. Rather, it's an issue with the Mono Runtime Environment used by Unity.
最后由 A Fat, Angry Serval 编辑于; 2014 年 12 月 17 日 下午 6:45
Thyriel 2014 年 12 月 17 日 下午 6:58 
引用自 Inquisitor Warth (Vested)
Finally, I know you can reduce texture quality to reduce RAM usage. However, that's an end-user workaround. I expect it to not be needed by the time the game is fully released.
Well using a mod to be able to use a lot mods doesn't sound like a too bad plan. The stock game without mods is fine in 32bit, there's plenty free RAM on it so you shouldn't need a 64bit client or any other 3rd party tweaks.

Bothers me quite more that the opengl version can now only be run in window mode, which is just the most effective way of saving RAM for some mods, and Squads not supporting the opengl mode at all. So yes, currently it doesn't look like the RAM problem is anywhere on the priority list for them, or in their words - they can't do anything about 64bit being unstable or opengl, both bugs in unity.
RavenFB 2014 年 12 月 17 日 下午 11:16 
I guess this begs the question, then: If the game's most serious flaws are a result of flaws in the Unity engine, then why are Squad still using Unity? I already know the answer to that: Because the only way NOT to use Unity is to rewrite the game from scratch, either for another engine, or around Squad's own engine, which would then require Squad to code the engine as well. Basically, it would throw the entire game right back to square one. However, at this point, I have to wonder if it may not be worth it? These aren't "minor flaws". While they aren't issues that are likely to effect the stock game, a major part of Kerbal's draw is in modding, and if modding becomes an impossibility due to problems with Unity or Mono Runtime, then we have a pretty serious problem. I really think that the Kerbal community, as well as the communities for any other Unity games affected by these bugs, need to very vocally petition the Unity devs to get their act together and fix these problems, pronto! Seems like THIS is where the problem needs to be addressed, and is a much more straightforward solution than Squad either having to scrap the game to recode everything from the ground up, or Squad's customers being forced to either tolerate the bugs, or find workarounds for them.
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发帖日期: 2014 年 12 月 17 日 上午 3:39
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