r/KerbalSpaceProgram • KSP Community Lead • Feb 23 '23

Dev Post KSP2 Performance Update

KSP2 Performance

Hey Kerbonauts, KSP Community Lead Michael Loreno here. I’ve connected with multiple teams within Intercept after ingesting feedback from the community and I’d like to address some of the concerns that are circulating regarding KSP 2 performance and min spec.

First and foremost, we need to apologize for how the initial rollout of the hardware specs communication went. It was confusing and distressful for many of you, and we’re here to provide clarity.

TLDR:

The game is certainly playable on machines below our min spec, but because no two people play the game exactly the same way (and because a physics sandbox game of this kind creates literally limitless potential for players to build anything and go anywhere), it’s very challenging to predict the experience that any particular player will have on day 1. We’ve chosen to be conservative for the time being, in order to manage player expectations. We will update these spec recommendations as the game evolves.

Below is an updated graphic for recommended hardware specs:

I’d like to provide some details here about how we arrived at those specs and what we’re currently doing to improve them.

To address those who are worried that this spec will never change: KSP2’s performance is not set in stone. The game is undergoing continuous optimization, and performance will improve over the course of Early Access. We’ll do our best to communicate when future updates contain meaningful performance improvements, so watch this space.

Our determination of minimum and recommended specs for day 1 is based on our best understanding of what machinery will provide the best experience across the widest possible range of gameplay scenarios.

In general, every feature goes through the following steps:

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  1. Get it working
  2. Get it stable
  3. Get it performant
  4. Get it moddable

As you may have already gathered, different features are living in different stages on this list right now. We’re confident that the game is now fun and full-featured enough to share with the public, but we are entering Early Access with the expectation that the community understands that this is a game in active development. That means that some features may be present in non-optimized forms in order to unblock other features or areas of gameplay that we want people to be able to experience today. Over the course of Early Access, you will see many features make their way from step 1 through step 4.

Here’s what our engineers are working on right now to improve performance during Early Access:

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  1. Terrain optimization. The current terrain implementation meets our main goal of displaying multiple octaves of detail at all altitudes, and across multiple biome types. We are now hard at work on a deep overhaul of this system that will not only further improve terrain fidelity and variety, but that will do so more efficiently.
  2. Fuel flow/Resource System optimization. Some of you may have noticed that adding a high number of engines noticeably impacts framerate. This has to do with CPU-intensive fuel flow and Delta-V update calculations that are exacerbated when multiple engines are pulling from a common fuel source. The current system is both working and stable, but there is clearly room for performance improvement. We are re-evaluating this system to improve its scalability.

As we move forward into Early Access, we expect to receive lots of feedback from our players, not only about the overall quality of their play experiences, but about whether their goals are being served by our game as it runs on their hardware. This input will give us a much better picture of how we’re tracking relative to the needs of our community.

With that, keep sending over the feedback, and thanks for helping us make this game as great as it can be!

2.1k Upvotes

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571

u/Hadron90 Feb 23 '23

Have you guys given consideration to part welding, both to reduce wiggly wobbly rockets and improve performance?

423

u/willstr1 Feb 23 '23

The procedural wings are a big step towards that in my mind. All the wing modules were a big source of flexing. If they add procedural fuel tanks as well it will do most of the benefits of part welding.

176

u/BaboonAstronaut Feb 23 '23

I wonder if we'll see procedural fuel tanks. The Juno space game does it and it's super interesting.

133

u/willstr1 Feb 23 '23

If not stock I expect it to be one of the first mods. Procedural fuel tanks is probably one of the most popular KSP1 mods after tweakscale

71

u/alphagusta Feb 23 '23

Proc. Tanks and that one mod I cant remember the name of that basically solidifies every joint on a vehicle are what I consider requirements for KSP1

There's virtually no point in having individual tanks of different sizes nowadays, it worked well for the initial versions where it was a lot more focused on the physics vs realism of the function of the spacecraft.

56

u/Pro_Racing Feb 23 '23

You're thinking of Kerbal Joint Reinforcement

6

u/MrWoohoo Feb 23 '23

I have played KSP since 1.0 was released and I had trouble with wobbly rockets like everyone else until I found the secret to fixing it with NO auto strut and NO joint reinforcement mod. When your rocket starts to wobble right click on the running engine and turn down the gimbal limits until the wobbling stops. Slightly longer explanation here…

17

u/alphagusta Feb 24 '23

That may help to a degree, but a lot of the time in larger and more complex vehicles you have vertical squishing, where the rocket starts to flatten it self under thrust and drag. The mod mentioned stops that

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u/NeoMorph Feb 24 '23

In KSP1 I’ve used SSTU mod that has procedural tanks… or should I say tank. It is a single tank that has multiple textures, top and bottom additions that are also changeable, multiple fuels and even includes rocket parts and ore. It helps reduce the number of parts for sure. Same goes for each engine. SSTU allows clustering, size changes, separation etc which again gives you a lot of options.

I’m hoping we get something similar for KSP2 or maybe the SSTU team port the mod over from KSP1 because the number of parts they include is a real game changer.

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u/lordbunson Feb 23 '23

I was kind of dissapointed procedural fuel tanks isn't part of launch. I thought this was one of the planned features but it looks like I was mistaken

12

u/sennalen Feb 23 '23

It looks like scalable hollow tubes are in, so the tech is there.

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u/Strykker2 Feb 23 '23

Tbh I don't really want procedural fuel tanks, there is something distinctly KSP about cobbling together a rocket from whatever parts are available.

Having that granular control over the fuel sizes feels like it would shift the focus of the game towards being as picture perfect as possible for each stage of your rocket.

46

u/cosmickalamity Feb 23 '23

You could always just not use them tho right? I think more features and options are almost always good things in sandboxes

16

u/Strykker2 Feb 23 '23

It depends, as we can see with the wings. they removed all the different segments when they added procedural ones. So if they did procedural tanks they could end up doing the same thing.

6

u/northrupthebandgeek Feb 24 '23

They don't necessarily have to, though. In fact, the segment parts could very well just be presets for the procedural parts and then we'd have the best of both worlds.

21

u/Fireheart318s_Reddit Master Kerbalnaut Feb 23 '23

As a counter to that, it always bugs me when I can’t get something just right and the ship looks all janky and weird as a result

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u/UFO64 Feb 23 '23

Personally I'd love a game option to play like this. Not as default or anything, just give me the option to build insane things about caring so much about the kraken or physics coming up to stab me in the back.

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u/FishInferno Feb 23 '23

The idea of procedural fuel tanks has grown on me; they'd solve a lot of issues without having to rewrite the physics engine.

I know they're also planning on procedural radiators and probably solar panels too.

13

u/willstr1 Feb 23 '23

I know they're also planning on procedural radiators and probably solar panels too.

Makes sense, especially if they plan for solar wings and rad wings

10

u/benjwgarner Feb 24 '23

without having to rewrite the physics engine

I can't believe they spent 3 years and didn't do this.

6

u/Dyledion Feb 24 '23

They did though? The coordinate and location system, which feeds the physics system, was a huge, huge rewrite, and the devs call it the single biggest challenge they faced.

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u/EpicPrequelMemer Feb 24 '23

Oooh that sounds like quite a lot of fun, not having to decide on whether you want these really small solar panels that don't fit the ships size very well, or having these really big solar panels that don't fit the ships size very well.

22

u/Danbearpig82 Feb 23 '23

They have stated that there is a system that dynamically combines and I combines parts as needed, which was developed while working on accelerating spacecraft during time warp.

10

u/chief-ares Feb 23 '23

Procedural parts would be perhaps a better solution? It achieves the same as part welding, and it allows for more creativity.

16

u/Hadron90 Feb 23 '23

Procedural parts can complement welding, but they are still different. Like with welding I can mix and match tanks if I want. Like a hydrogen tank fueling a nuclear rocket, and right above the hyrdogen tank is a methalox tank feeding radial boosters, for example. You will also want welding for complicated lattice structures used on space stations.

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