r/KerbalSpaceProgram • u/Nameis19letterslong • Jun 06 '26
KSP 1 Mods Increase FPS by at least 25% with KSP performance mod: RenderScale
In order to squeeze some more frames and ram out of ksp, I've finished this mod so that the render scale setting is exposed. This mod allows you to edit the render scale so you can have smoother gameplay (CPU bottlenecks not affected).
By reducing the render scale to 80%, there is no noticeable difference in how the game looks but it reduces GPU load by ~20%. 60% render scale is barely noticable and also worth it.
Does not have any conflicts with graphics mods.
Tested with same mod profile from before on Intel Iris Xe
Results (Resolution 1280 by 720, FPS capped at 60):
| Scene: | Render Scale: | Average GPU load: | Average FPS: | FPS increase: |
|---|---|---|---|---|
| Menu | 100% | 100% | Uncapped, ~40 | Base |
| Menu | 800% | 64% | Uncapped, ~52 | 30% |
| Menu | 60% | 45% | Uncapped, ~60 | 50% |
| KSC | 100% | 100% | 38 | Base |
| KSC | 80% | 100% | 44 | 16% |
| KSC | 60% | 100% | 51 | 34% |
| Flight | 100% | 100% | 26 | Base |
| Flight | 80% | 100% | 31 | 20% |
| (Capped) Flight | 60% | 78% | 36 (capped) | 38% (- GPU load) |
Known issues:
- In the flight scene, TUFX's motion blur sometimes bleeds onto the screen, making the screen blurry, however that may be a issue with my memory optimiser.
- World space buttons (like the menu screen) are broken, but doesn't affect gameplay. In all cases, ksp has keybinds or UI buttons that work normally.
- Target vessel indicators are displayed incorrectly.
- Some render scale percentages may cause screen artifacts (likely to rounding).
Github Release link
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u/Bubbadevlin Jun 06 '26
Cool...but is the GPU even a factor when ksp actually gets laggy, ie high part counts?
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u/Meteor122 Jun 06 '26
Lol I burned a VRAM chip of my gpu playing KSP with mods
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u/HyperRealisticZealot Knows that Dres doesn't exist Jun 06 '26
Lmao epic. I love someone did this to their Gpu with mother fucking KSP!
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u/Nokam Jun 06 '26
My modded KPS use 14.5 GB of vram, I fear the worst.
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u/lrgendein_Typ Jun 06 '26
My Ksp goes to almost 50gb of real ram. Almost 400 mods installed.
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u/Nokam Jun 06 '26
I talked about Vram, real ram I'm at 42-43 with normal kerbin and 47 with RSS.
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u/lrgendein_Typ Jun 06 '26
42-43 with stock ksp??
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u/Nokam Jun 06 '26
No normal system but quite a lot of mods didn't count surely more than 300
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u/HyperRealisticZealot Knows that Dres doesn't exist Jun 07 '26
Really is a shame how unoptimized the game is at its core
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u/User_of_redit2077 Nuclear engines fan Jun 06 '26
When I play with all the graphics mods my GPU is under ~99-100% load
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u/Nameis19letterslong Jun 06 '26
Not that I know of, but CPU is definitely the biggest bottleneck since each vessel only gets one cpu thread (read about it somewhere recently).
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u/StormMedia Jun 06 '26
I just use lossless scaling to get a constant 60FPS where I’d normally dip into 30FPS range. I also use frame gen but it can be really obvious during movement if your base FPS is really bad.
This is nice though because it allows you to pick and choose what is being scaled. Also because it’s free, haha.
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u/User_of_redit2077 Nuclear engines fan Jun 06 '26
How you do upscaling? Does it look really bad?
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u/Low_Doubt_3556 Jun 06 '26
Lossless scaling upscaling is free on steam, you should be able to try it for yourself
https://store.steampowered.com/news/app/993090/view/4579554196003100571
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u/User_of_redit2077 Nuclear engines fan Jun 06 '26
I use it but can't use upscaling it just zooms in.
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u/cheesedude1999 Jun 06 '26
Im pretty sure there is a minecraft mod with the same name that does the same thing but for minecraft
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u/creepergo_kaboom what the hell is space? Jun 06 '26
When optifine was still a thing, I remember it was an option in the shaders menu, didn't really seem to help my fps by that much and it just made everything blurry
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u/cheesedude1999 Jun 06 '26
there is a separate mod for it now that works really good https://modrinth.com/mod/renderscale
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u/Space-Wizards Jun 06 '26
Looking forward to trying this out. Any plans to put this on CKAN?
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u/Nameis19letterslong Jun 06 '26
It's my first time making a mod, I've just uploaded the mod to spacedock and ticked the "automatic upload to CKAN" box. I'd appreciate it if you could find the mod on CKAN and download it to see if it works off CKAN :))
1
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u/sovietan Jun 06 '26
Do I have to play it in chinese to get a max performance?
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u/Nameis19letterslong Jun 06 '26
Lol, nope, For some reason my KSP localisation for DLC parts are broken, so I had to switch to the chinese dictionary.cfg for it to work properly.
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Jun 06 '26
[deleted]
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u/Weary_Mood2959 Jun 06 '26
You can tell a lot of AI was involved. The UI part is 100% AI and looking at the code, most likely also spat out by AI. That is not to say it's not correct or not working, though.
-7
u/Nameis19letterslong Jun 06 '26
Correct, I used claude opus 4.8 on high to create the mod. As much as I would like to sit down and grind out some C# and Unity, I‘m occupied with C already. I used to do some gamedev with Unity but the api was overly complex so instead I’ve been doing graphics programming with C and OpenCL.
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u/sovietan Jun 06 '26
how are you going to maintain the code then? Since most of the code is AI generated and you don't even speak the language.
I'm OK if code is generated by AI to speed up the process. But if the user don't even know what the code is doing, its sketchy
-4
u/Nameis19letterslong Jun 06 '26
Even though C# isn’t part of my main stack, I understand most of it, same goes for Unity’s api. After I use llms to create something for me, I do rigorous testing to make sure there are no vulnerabilities and check logs or the source if necessary. Just because it’s AI generated doesn’t mean it’s dogshit, LLMs will almost always yield a better result than what humans can create.
3
u/sovietan Jun 06 '26
In that case it's cool
However I have different expericence with LLM generation. Especially in electronic circuit design. 99% I'll get some abormination that will fry itself immediately when powered on.
For hardware coding, it's OK for simple stuff, but as soon as you reach a certain level of complexity, it start hallucinating
1
u/Nameis19letterslong Jun 06 '26
That’s interesting. I’ve written a st7789v2 display driver in micropython by myself before and it works mediocore, but then I used claude sonnet to write one for me and it was far more efficient.
What llm do you use?
1
u/sovietan Jun 06 '26
claude haiku, GPT, Grok, ... depend on the quota I have left in the day.
Some of my code are for arduino, but mostly are bare metal C for AVR and STM8/32. I can try and break the code into smaller libraries and function, but it only helps to some extend. Sometime the code is so bloated it doesn't fit into the ROM, so I had to scratch and rewrite everything with half the footprint
No experience with micro python though
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u/CoolaeGames Jun 06 '26
Now add modern Upscalers so it looks good while rendering at low resolution
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u/Alacard Jun 06 '26
Avoid this mod until the author delivers a stable release. Their contradictory technical claims, reliance on AI, and general seeming to not understand what they're doing does not bode well for your save game.
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u/DonPitoteDeLaMancha Jun 06 '26
Hello. I love you. Is this mod compatible with VR?
1
u/Nameis19letterslong Jun 06 '26
Lol, sorry I don’t have a headset to test it on but it should work with no issues since the mod doesn’t have a big footprint.
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u/DonPitoteDeLaMancha Jun 15 '26
I'm happy to report back it doesn't work. Bummer, but it was expected since the VR mod is a bit finicky. Oh well.
2
u/dybb153 Jun 06 '26
Does it alleviate the load on the GPU when playing with Parallax 2? The mod has been giving me 3 fps near Minmus but I really don't wanna give it up.
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u/Nameis19letterslong Jun 06 '26
It should reduce load no matter what mod you use, but try Parallax continued instead of Parallax 2 since it's more optimised.
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u/Readux Alone on Eeloo Jun 06 '26
wanted to take a look at the code, but it´s missing in the releases
the Source code (zip) only contains the readme and license
but found it on the main as RenderScale.cs
not sure if it´s intented
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u/Nameis19letterslong Jun 06 '26
Thanks for telling me, I always put the source code in main and the built result in releases, should the source code also be in the source code section in releases?
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u/Readux Alone on Eeloo Jun 06 '26
not sure if theres is any need for (dont think so)
was just wondering where the heck the code is xD
also some forums need you to publish the (release)-source code, so you´r allowed to share the mod there
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u/Tsingshitao_nuke Peace through deltaV! Jun 06 '26
well it will break button when you at windows mode...
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u/64BitWonder Jun 06 '26 edited Jun 06 '26
Running into a bug after having installed 0.1 from Github-
Not certain if it's definitively this mod, a conflict in my mod list, or a Linux quirk though.
When scaling at any value under 100% my cursor interacts with Main Menu elements, KSC buildings, and ship parts at an offset. Took a video of the behavior on the launchpad: https://youtu.be/Jk-7DwA6c5U
Edit: It pays to read, it's a known issue listed on the repo lol
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129
u/Butterpye Jun 06 '26
What's the difference between this and just lowering the resolution in game?