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Opengl vs directx 11 sweetfx
Opengl vs directx 11 sweetfx




opengl vs directx 11 sweetfx
  1. #Opengl vs directx 11 sweetfx install#
  2. #Opengl vs directx 11 sweetfx 64 Bit#
  3. #Opengl vs directx 11 sweetfx 32 bit#

I will try today that " -force-d3d11" ( with space ) I will see what will be the result.ĮDIT: wohoo. I do not know why is this happening with this command. Tried to sue "-force-d3d11-no-singlethreaded" is not working for me the game is starting in dx9 not in dx11. Tried to use "-force-d3d11" ( without space ) before xmas and on the welcome screen Mun was a black hole and Kerbin was not there. Full 1080 versions if you view full size.

opengl vs directx 11 sweetfx

Seem to be around the prebaked shadows/burn marks. Just those weird black bars on the latter version as far as I can see in a hurry. Here is a before and after with the ship on the pad at least.

#Opengl vs directx 11 sweetfx 32 bit#

Standard 32 bit with my 1gb GameData folder (20 something mods but no EVE or anything like that)Ģ.17 used just getting to the intro screenĢ.3 used after new sandbox created and looking at my KSP Complex.Ģ.57 used after loading FAR Shuttle Montauk in VABĢ.54 used after moving to launch pad (Ship exploded at 1500m lol)Īfter doing all that with the command in the OP and writing it all out, I noticed that the command in the OP is wrong and missing a - as Captain Sierra has included in post 13.Ī few graphical glitches but I've not really played with it yet. I've a 32GB machine for photo work but with the 64bit version being a bit jank I've gone back to using the 32bit *Prays for Unity 5* I've just tried this myself as I'm very interested to see a benefit if possible. This is confirmed to corrupt whatever save game you open if not all of them. Your milage may vary.ĭO NOT add -no-singlethreaded to the force DX11 command entry. While enough to prevent memory leak crashing, OpenGL does not reduce RAM as much as DX11 in my testing. * DX11 yields 1.3GB of RAM savings on my maxed out install, whereas OpenGL only saves 0.6-0.7. As long as that remains the case (and until Unity 5 comes out and KSP upgrades to it), enjoy! Now load to menu, play around, and ensure your game (or computer) doesnt explode in a nuclear fireball. I claim no responsibility for any damage to your saves, crafts, game install, steam library, computer hardware, or anything else. Some players have reported extreme instability in the past when forcing DX11.

#Opengl vs directx 11 sweetfx 64 Bit#

WARNING: I do not advise using this to squeeze in more mods than you can successfully load to menu without this tweak (use 64 bit for that).

  • Accept/apply changes (you can also add " -popupwindow" for fake full screen mode).
  • In the target line, add " -force-d3d11" without the quotes (the intial space does matter).
  • Thats a good bit better than OpenGL*!īefore: 3.4GB of memory usage just loading into menu.Īfter: 2.1GB of memory usage after 20 minutes of construction. What kind of memory savings are we talking about?įorcing KSP to use DirectX11 causes a 40% reduction in memory usage. Some people also reported violent instability within their game when using this. Some people tried and discovered it delivers massive memory savings. In the past, someone had the bright idea of forcing KSP to run under DirectX11 instead of DX9. That's the razor's edge of a mem crash right there.

    #Opengl vs directx 11 sweetfx install#

    I have an install that has 3.4GB of mods just loaded to the space center scene.






    Opengl vs directx 11 sweetfx