That means if you want to go with KSP-style craft construction, you can do so with way fewer welds and still have less Kraken. It provides better stability while running a lot lighter. Now Havok has actually been paying attention to improvements in constraints systems and solvers, so they've gotten to the point where their engine is decent. That said, new versions of Unity do provide for a way to use Havok instead. Maybe I'm underestimating how bad PhysX solver is, after all. Even with that in mind, I'm not sure why performance is quite as bad as it is. Of course, that didn't involve using PhysX constraints solver, and that's first thing Squad should have thrown on the trash pile rather than trying to fix it. I've been able to do decent enough vehicle simulations with PhysX cheaply enough to run on an MMO server. It is heavily based on PhysX which isn't a great starting point, but I don't know if it accounts for all of it. KSP has very little or none of the above, while running physics comparable to what you run for debris collision on a typical PC game. The reason KSP manages to still tax CPU is crap optimization, I'm afraid. This is what most of the CPU time is spent outside of feeding GPU with things to draw in most games. But KSP doesn't need to deal with a dozen characters with close to a hundred animated bones each, running complex animation graphs and mixing several animated fragments, while updating thousands of FX particles from dozens of emitters, and managing path finding and behavior trees for several enemies. The graphic is not the (only) problem, KSP is CPU hungry. I have heard from other sources how many developers have problems porting their games to the switch due to poor performance.
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