Comments (5)
Er it's worse than I thought....the top-level seems to iterate over every vessel, and then over every ProgressNode.
...every CelestialBody seems to have 19 sub-nodes.
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I didn't do a very thorough search, but it looks like none of the progress nodes' OnIterateVessel calls needs to do anything with a ship that isn't the active one, and none of the CelestialBody progress nodes need to do anything in OnIterateVessel either. So that's two places to easily skip work.
It could definitely cause issues if any mods add stuff in there though.
from kspcommunityfixes.
TBH, I would categorize that as "won't fix". KSP just doesn't scale well at all in some modded scenarios.
320 bodies is just silly. If a mod (or a player) want to do that, then it should be responsible for implementing such a case properly.
I can take a look, but it seem entirely normal for progress tracking to check all vessels, not only the active one. Not saying there isn't room for optimization while keeping stock functionality intact, but I think that having such a large amount of bodies will inevitably cause perf issues in many places, so I don't really see the point, and it's kinda out of the scope of KSPCF to deal with that.
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Galaxies Unbound with all the optional planets is 100-200 bodies I think. And I'm pretty sure the stock code isn't excluding asteroids, flags, and debris.
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I recognize my install is an extreme one, but this change increases my fps by ~50% (33% reduction in frame time) and I'm pretty sure it preserves all stock behavior (but please verify if you're concerned)
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Related Issues (20)
- KAL-1000 setup is deleted when vessel/parts with KAL and robotics are stored in subassemblies
- Report: attachment node issues in 1.34 HOT 2
- Performance: TemperatureGaugeSystem.Update and CreateGauges can cause a large spike HOT 1
- ReRootPreserveSurfaceAttach does not reconnect the child attachnode to the parent part HOT 9
- Crew spots unavailable in VAB when loading Subassemblies with crew capacity HOT 5
- Agressive Negotioation strategy allows fund raising glitch
- Aggressive Negotiations: Cannot launch craft that would exceed available funds without the strategy discount
- FuelLines connected to moveable parts load in the built position after f5/f9 HOT 4
- Kerbal standing still on a part (on landed vessel) moves forward a bit every x seconds HOT 3
- AttachNodes seem to hold onto a reference to a previous part HOT 3
- The GameEvents memoryleak fix should have an option for removing modded event handlers HOT 3
- ModuleAnimateGeneric crewcapacity/IVA patch should not apply in the editor
- Better Undo/Redo can merge two steps into one HOT 3
- Undocking a double docked vehicle from another while landed causes entire vehicle to accelerate upward HOT 3
- Bounds calculation should consider the default or active variant given by a part config for parts with varying sizes HOT 4
- VAB/SPH: Staging stack icons can get stuck and become unusable HOT 2
- Stock OrbitalConstructionContract will softlock the game and brick the save if generated for a body that no longer exists
- Max physics dt slider should round to nearest 0.01 HOT 2
- Ground anchor levitates after a scene load HOT 2
- Performance: Ships with large numbers of engines are slow because of interleaved transform updates/raycasts HOT 5
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