A frame is the period required to fully recalculate what has changed in the game state and redraw the scene to the player. So, let’s start with Frames per Second (FPS), which many of you will already be familiar with. ![]() In keeping with the theme of For Science!, we should start with defining our experiments and the measurements we will use to determine if we are moving in the right direction. Let’s examine the basics of performance tuning and what we look at when trying to make decisions about performance optimization. When we’re investigating performance-related issues, we need to investigate many variables both in the game and on the physical machine. Performance 101As you can see in the charts, performance varies quite a bit between various scenes players might find themselves in. If you're curious about performance tuning and how we make decisions in that area, the rest of this check-in provides a high-level overview from our Engineering Team and should provide a bit of extra context for the above graphs. With performance optimization being one of the most frequent requests since launch, we're looking forward to hearing from players how this work improves the overall gameplay experience. FPS between EA launch and For Science! on recommended specs.This represents a huge amount of work by the development team across a number of features and releases. Here's a look at some graphs we use to understand the game's performance and the improvements that have been made to our minimum specification and recommended specification machines:įPS between EA launch and For Science! on minimum specs. Full global release timing graphic can be found here. The team has been hard at work improving the performance of Kerbal Space Program 2 since launch, so we'd like to take a moment to really showcase the difference between the Early Access launch (v0.1.0.0) and the For Science (v0.2.0.0) release coming next week on December 19.
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