Comments by "C S ~ \x5bDuke of Ramble\x5d" (@DUKE_of_RAMBLE) on "" video.
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"I'd be happy if they just fixed the core of Kerbal"
Yea, but........ Wouldn't that mean ditching Unity, since the whole reason it's janky is βas I, not being a coder, understand itβ comes down to Unity also continuously being modifications on its own ancient "core"... A core that is serial, not multithreaded, and is the unending bottleneck of every past, present, and future games that uses the Unity engine... π
Yes... The engine has aspects and tacked-on modules that are parallel threaded, but they all still feed through this serial core. It's that core which handles loading/shuffling data and a few key graphics tasks, which in turn is why, for example, KSP takes eons to load mega-builds and then proceeds to run at 1/64th a FPS until you've made it through enough of the staging.
Stratoblitz, as another example, found the primary cause of what exacerbated this: fuel transfer lines! He has a great video on it, but it culminates in being something like: that the serialized core thread has to calculate every tank's fuel level, for every single fuel unit transferred, which gets triggered once for every single connected tank, which gets recalculated regardless of whether it ALREADY knows the answers!! So basically onion-staging increases calculations and processing time by orders of magnitude, unrelated to parts count! Meaning that you actually get a better performance simply by DITCHING the use of fuel transferring, and instead, ADDING more parts and the staging needed to jettison them... ππ€¦ββοΈπ€£
Archaic code causing archaic problems deserves an archaic meme... lol
Players: "This is madness!"
KSP: "Madness? No... This. Is. UNITY! π€"
<kicks your CPU into a pit>
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