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#4114212 - 05/01/15 08:04 AM KSP V1.0 x 64  
Joined: Mar 2006
Posts: 2,896
bogusheadbox Offline
Opinionated Aussie Bloke
bogusheadbox  Offline
Opinionated Aussie Bloke
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Posts: 2,896
With the release v1.0 of ksp. Is the x64 version still fubar?

Last edited by bogusheadbox; 05/01/15 08:04 AM.

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#4114443 - 05/01/15 05:19 PM Re: KSP V1.0 x 64 [Re: bogusheadbox]  
Joined: Oct 2011
Posts: 200
SacaSoh Offline
Member
SacaSoh  Offline
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Joined: Oct 2011
Posts: 200
Hueland
Yes. probably 64 bits will only come back after the porting of the game to Unity 5 - IIRC, Unity 4 have some bugs not fixable by the devs/won`t allow debug access to the relevant parts of the program causing the 64bits issues.

Most mods stopped supporting 64 bits for a while, and the new 1.0 build have a way smaller footprint on RAM (besides that, you can use active texture management mod for a heavily modded install).

I.e.: you won`t have any performance drop from a hipotetical 64 bits to 32 bits, unless you install all mods at one lol.

#4114452 - 05/01/15 05:35 PM Re: KSP V1.0 x 64 [Re: bogusheadbox]  
Joined: May 2009
Posts: 1,496
Genbrien Offline
Stick to the plan man!
Genbrien  Offline
Stick to the plan man!
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Posts: 1,496
Quebec, Canada
there is no 64bit anymore.

They said that with UNITY5 it will/should come back


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#4139061 - 06/24/15 08:55 PM Re: KSP V1.0 x 64 [Re: bogusheadbox]  
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AggressorBLUE Offline
Check out my
AggressorBLUE  Offline
Check out my
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Joined: Dec 2009
Posts: 3,462
Jerz
Active texture management didn't cut down my huge install, but I've had decent luck playing the game forced into OpenGL:
http://forum.kerbalspaceprogram.com/threads/84203-Less-memory-usage-by-using-OpenGL

Only issue, is the settings screen doesn't work. So I set the game how I want via DirectX unmodded, and copy that settings config over to my OpenGL modded version.

Also, I force graphics settings via Nvidia Control Panel.


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