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Oh and import seems to clean a bit up as well. although I only have import when I hit buggy situations
enable fast zone hopping
reduce texture quality
play in borderless mode
basically with fullscreen your using a bunch of extra resources for the 2 resolutions game was fighting with.
Reason for this are multiple, but most notable: when you let Steam update the game it will wipe out all your mod activation and reset the load order. In terms of manipulating the load order, it is much easier to work with it in the text file. Basically, just exit the game, open the mods.cfg file edit your load order and save and that will be what the game loads as the load order.
About fast zone hopping, I thought that that HARMED performance, no? I'll check it out though.
I've got textures on about one notch below max, actually no there are several texture settings (some they call decal). I think I have at least one of those at max, but the rest at ~90%. Will keep it where it is for now, and dial down stuff progressive as I see it degrades.
Shame the game has progressive memory management issues, but I cannot fault them for it. Given the complexity of the app I have no idea how many instances it is shuffling around at any given time, tens of thousands when one considers models I suppose? In my little bit of experience developing it was a game with, on the order of 10k structs each with anywhere from 1 to 500 instances in play at any given time (and most of those structs had child structs of child structs, etc., so these were dense data structures). The game had almost zero performance issues, BUT! turn-based, no physics, no 3D graphics, old-school C architecture--which was probably both a pro- and a con- for performance. I still don't know how that one guy got that thing to run on multi-core given the engine was from the 1980s!
btw engine only uses 1 cpu. they are working on kenshi 2 with will be mulit core (im assuming multi threaded). but that is our main issue with performance I think as we are only using 1 core.
and the code they did is great for running so smooth on 1 cpu.
I'll try to find the other thread and link it to this post.
thead on zone hop and i did some monitor of system resources for about 30 minutes while playing.
https://steamcommunity.com/app/233860/discussions/0/1640917196992438466/
oh and thank you the info on mods cfg. Ill do that now I defiantly don't want a update to cause more work than it should.
ADDIT: and it IS a great game, great app for a small Indie group, and it does run remarkably well given it is bottlenecking on one core.
However, with that said: it may well be that solutions which are not very time-consuming or costly could be fairly readily at hand for getting the app to utilize multiple cores. Like I said, I don't personally have the expertise to advise them on this, but I have an acquaintance who is a colleague of my former programming mentor who (supposedly) got that old engine to run multiple cores. So it might be doable.
Oh sorry I left out after kenshi 2 released the new engine that is created it will be back ported to kenshi 1.
Ah, well there you go! No point in them ♥♥♥♥♥♥♥ around with random people from the internet then
just there is a ton of issues trying to modify an engine to do something it was never designed to do and even if you can get it stable and working with the client it will probably never function as well as a newly coded engine. with trying to force fit the engine your looking at a lot of work plus probably a ton of problems with the client (or interface).
in my experience you will save yourself tons of time headaches and problems just by starting from ground zero. something like multi thread/core this a major overhaul that pretty much affects the entire engine.
now with going to a whole new engine for kenshi 2 is also another thing.
kenshi 2 client will be coded to work with the new engine and hopefully in doing so they are strictly thinking of kenshi 2. because if started thinking of how it will fit kenshi 1 as well in the design and creation can limit kenshi 2 in its end result.
trying to back port it will not be easy either but will be way more easy than trying force into something was not designed to do, working through all the problems, and then try to force fit client and all its issues can take many years of headache.