3 ms·
The parent said it's 'not graphics' that's the problem. I agree that it's not really the graphics that are an issue in KSP, but most likely the physics engine.
by talldan 9y ago
The parent said it's 'not graphics' that's the problem. I agree that it's not really the graphics that are an issue in KSP, but most likely the physics engine.
Essentially, most (unity) games don't allow their users to create content, whereas the essential part of KSP is the creation and simulation of lots of bodies.
I've definitely experienced a substantial slowdown when many entities are on the screen at the same time.
I'm not sure if KSP makes use of the normal Unity physics engine, a third-party one, or something developed in-house.
- TeMPOraL 9y agoWhen they were on Unity 4, they were using Unity's physics engine - that made the game perform badly for bigger constructions (e.g. large rockets, or space stations), because the physics engine was single-threaded and the game is CPU-bound on physics. After switching to Unity 5, things got better. I haven't been up to date with KSP for the past year, so I don't know if they switched to some other physics engine (though I highly doubt it).
- erik 9y agoUnity uses a modified version of PhysX. Unity 5 updated to a newer PhysX build that supports at least some multithreading.
- Teknoman117 9y agoIt sure does fire up more threads, but the performance boost wasn't really all that great (the 4 -> 5 transition increased the amount of parts I could handle by about 2x on my 5820k (6 core)).