PC Tsw 6 Enhancement | Lighting & Graphic Ep V6.1

Discussion in 'TSW General Discussion' started by JetWash, Sep 14, 2024.

  1. joffonon

    joffonon Well-Known Member

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    Thanks, I'll give that a go when I get the chance (away for work much of today and tomorrow).

    I'm intrigued at what you say though about 1080p being more CPU resource-intensive than higher resolutions. Your edited suggestion noted, thanks - I'll also see what running the game at a higher resolution looks like when downscaled to my monitor.
     
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  2. raptorgb#8593

    raptorgb#8593 Well-Known Member

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    I run a 5900x CPU (got lucky and mine boosts to 5.1ghz on 6 cores) and I'm not in any way cpu bound, running at 1440p using your beast pre set on a 4070ti 12gb (core @3ghz and mem @11500 undervolted to 1050mv)), in game graphics settings are a mix of high and very high (ultra is a waste of time, you get very little for a huge performance hit) the biggest thing I've found with amd CPUs is make sure your running the ryzen power profile otherwise windows scheduler messes with what cores to use, i.e. running games on lower clocking cores while parking the high performing cores, this is especially relevant to the x3d chips with the larger cache.
     
    Last edited: Oct 28, 2025
  3. joffonon

    joffonon Well-Known Member

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    So, the limited amount of testing I was able to do at lunchtime today revealed that at 1440p, my system would cope very well overall and the frame rate wouldn't be much, if at all, lower than 1080p - so thanks JetWash for the advice there, a 1440p monitor will very much be on my radar for Black Friday sales.:)

    As for this particular route, with Ultra settings it still crashes at that one particular point near Smethwick Rolfe Street, whether 1080p or 1440p. However, if I don't load the settings until just after the point where it crashes, the rest of the route up to (and including) Crewe runs fine - as ever, this mod elevates this route even higher, and with shaders already cached I only had the occasional stutter. So my CPU is not at all "too weak" for this route, and I very much expect that once that area around Smethwick is sorted by AAS, I will have no problems at whatever resolution.
     
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  4. jesper2805

    jesper2805 Well-Known Member

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    joffonon By any change did you have other mods installed? So more then Godmode and JetWash settings? And how did you have this crash at Rolfe Street? The point that i have mention was when i get of the train walk to stairs there is a poster at the bridge wall and when you walk over you get caught by a crash. Did you have the same or did you stay on youre train and drive by and get a crash? So if the last thing is happen thats not reported sofar so maybe there is a incompatible mod that creates that crash....

    I have test and the problem that i had before the patch from this week is fixed so no crash anymore at Rolfe Street. If you have this bug after Tuesday then you have a different issue so maybe a mod is causing this problem
     
  5. joffonon

    joffonon Well-Known Member

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    Thanks jesper2805 - yeah, plenty of what I think of as 'baseline' mods, such as the better signals. Haven't had a chance to test without them yet, but being able to run the rest of the route without issue doesn't scream mod conflict to me.

    The actual crash point is just past the curve after Soho Depot, as the track straightens up heading towards Rolfe Street. My guess is that with the longer draw distance with the mod, something is loading in at Rolfe Street at that point that is causing the crash.
     
  6. jesper2805

    jesper2805 Well-Known Member

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    joffonon okay yeah that sounds for me maybe a mod is giving a conflict. Try to take them out and start without mods (except godmode) and test again. If it works then test the mods and put them back and check if there is a mod that brings the trouble
     
  7. joffonon

    joffonon Well-Known Member

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    Yeah, already planning to do that. Have done plenty of mod troubleshooting in my (very long) time!
     
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  8. drdelorian#5980

    drdelorian#5980 Member

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  9. jesper2805

    jesper2805 Well-Known Member

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  10. JetWash

    JetWash Well-Known Member

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    It pays to understand the interplay between CPU and GPU.

    I just noticed at Crewe that my fps was way down and my CPU was absolutely maxed out at 97% usage. I then noticed for some reason my screen percentage in the settings menu had reset to 100% (so standard 4K). As soon as I returned it to normal (150%) my FPS came back and my CPU usage dropped to 40%.

    Just a real world example of what is meant by balancing your system. Lower graphics settings don’t automatically mean better performance or experience.
     
    Last edited: Nov 1, 2025
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  11. MadduckUK

    MadduckUK Well-Known Member

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    If you go back to 100% scaling does the usage go back to 97%? Is this repeatable?

    If you use DSR to increase desktop/game Res to 150% rather than the in game slider does this give the improved performance?
     
  12. JetWash

    JetWash Well-Known Member

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    100% repeatable. It’s all to do with which part of your system is bottlenecked, at Crewe it’s clearly very CPU heavy. Increasing the resolution made my GPU take more of the load
     
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  13. MadduckUK

    MadduckUK Well-Known Member

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    Nah, they don't share work in that way.

    I'm gonna have to try and get it to happen myself, AMD card though so if it's an Nvidia driver overhead thing or just a bug in their driver's I won't see it.

    Doesn't pass the sniff test though, something else is going on.
     
  14. JetWash

    JetWash Well-Known Member

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    Oh they do. Not in the sense of ‘sharing’ workload, but you’re always better off with your GPU being the bottleneck rather than the CPU. Always.
     
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  15. MadduckUK

    MadduckUK Well-Known Member

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    Not in any way that explains what you are experiencing.
     
  16. JetWash

    JetWash Well-Known Member

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    I disagree. It’s the same across many games, particularly simulators that are demanding of the CPU, FS20 and 24 particularly.
     
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  17. DB628

    DB628 Well-Known Member

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    Please don’t use Grass.culldistance in your new ini and in GodMode Save, because it’s the reason for floating trees on multiple routes
     
  18. joffonon

    joffonon Well-Known Member

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    Just to tidy this up - definitely no mod conflicts. Same crash happened with just God Mode and Ultra ini settings, no other mods. But, no crash with a full set of mods if I go to 8 cam just before the crash point and leave it there until just after the train passes that spot - full run completes to Crewe with no other issues. And my CPU usage throughout the route never went above 45% while my GPU usage was on average around 70% (with periodic peaks of up to 95%), according to MSI Afterburner.

    So definitely nothing to do with my CPU, my system can cope fine with Ultra ini settings, and it's clearly an issue with that part of the route near Rolfe Street that's causing the crash.
     
  19. JetWash

    JetWash Well-Known Member

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    I use it where appropriate, and not where it causes problems. It’s kinda the point of the mod, one size doesn’t fit all
     
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  20. Thorgred

    Thorgred Well-Known Member

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    the only mod that caused crashes for me was tmSpikeesCabCamFixesTSW5.pak
     
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  21. TKessel

    TKessel Well-Known Member

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    MadduckUK
    At lower display resolutions (for example 1080p), the GPU has less work to do per frame because there are fewer pixels to render. When the GPU is lightly loaded, the frame rate can climb until some other part of the system becomes the limiting factor, typically the CPU. In that situation the CPU becomes the bottleneck: it cannot prepare draw calls, run game logic, or feed the GPU fast enough, so the system sits at high GPU idle time while the CPU is near 100% on one or more cores.

    At higher resolutions (1440p or 4K) the GPU workload increases significantly because it must render many more pixels each frame. That shifts the performance limit toward the GPU: the GPU becomes busier and the CPU no longer runs at 100% preparing frames, so the CPU is less likely to be the bottleneck. In short: raising resolution increases GPU load and can relieve a CPU bottleneck; lowering resolution reduces GPU load and can expose a CPU bottleneck.

    A very powerful GPU like your 4070 Ti can be “overkill” for 1080p.

    Some games are special cases: simulation-heavy titles like TSW perform lots of CPU-side work for tracks, physics, AI, and object simulation. These CPU-heavy operations mean that lowering resolution actually shifts more of the work to the CPU (because the GPU finishes fast and waits), making the CPU bottleneck even worse.
     
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  22. MadduckUK

    MadduckUK Well-Known Member

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    Nothing you have said is wrong but nothing you have said would explain MORE frames at a HIGHER resolution. I just want to see benchmarks that show you can increase your framerate by increasing your resolution?

    Edit: "A very powerful GPU like your 4070 Ti can be “overkill” for 1080p." - I don't have a 4070TI?
     
    Last edited: Nov 3, 2025
  23. JetWash

    JetWash Well-Known Member

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    I assure you it isn’t AI, just someone who knows what he’s talking about. Everything he said is entirely correct.

    I’m not entirely sure what you’re trying to achieve here, goading people into an argument maybe? Popping up with a new username and hijacking a thread to which you’re contributing nothing but taking it wildly off topic is an odd way to pass your time imho.
     
    Last edited: Nov 3, 2025
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  24. MadduckUK

    MadduckUK Well-Known Member

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    Sir, I have had this username for nearly 30 years, this is my username, it is not a new username.

    It was, of course AI. The big clue was the AI had repeated Tkessels GPU back to them as they were asking it for a response to give me.

    I asked you for an example of the phenomenon you have described having in TSW, increasing resolution to 150% improving your performance, you told me it was common and happened in FS2024, i asked for benchmarks and am still waiting. FS2024 is a well benchmarked game unlike TSW so that shouldn't be too hard.

    The game is doing the opposite of the expected, I don't see why you are so uninterested.
     
  25. TKessel

    TKessel Well-Known Member

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    [Deleted; inappropriate - DTG Harry] I didn’t read the entire thread, but I thought you had a 4070 Ti.
    [Deleted; inappropriate - DTG Harry]
     
    Last edited: Nov 3, 2025
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  26. MadduckUK

    MadduckUK Well-Known Member

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    No, you have a 4070 Ti.
     
  27. TKessel

    TKessel Well-Known Member

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    Nope, not even an Nvidia card.
     
  28. DTG Harry

    DTG Harry Community & Social Media Manager Staff Member

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    Morning folks, just a reminder to please keep discussions civil. If a conversation isn't going in that direction, disengage and be sure to use the report tool function for things that break the forum's code of conduct.
     
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  29. w2sjw

    w2sjw Active Member

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    JetWash - Just looking for some clarification again. I'm on a 5800X3D with an RX 7800XT at 1440p. What would you suggest as a screen percentage setting on this setup?
     
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  30. Quentin

    Quentin Well-Known Member

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    It's very easy to switch between different percentages (unlike some of the other settings (e.g. -DX12) that require you to close TSW and restart the game after a change) - just run the game, go into settings and play with the slider. You can instantly see how it affects FPS.
     
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  31. MadduckUK

    MadduckUK Well-Known Member

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    [​IMG]
    [​IMG]
     
  32. JetWash

    JetWash Well-Known Member

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    As Quentin says, I’d start at 100% and assuming all is well work up in 10% increments until you find the limit. Depends if you’re using lossless scaling as well but that setup should be capable of a higher resolution than 1440p.

    Goes without saying I would not suggest a screen percentage of 50% (720p).
     
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  33. GuitarMan

    GuitarMan Well-Known Member

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    I'm going to ask a silly question - Is there a way we can add screen percentage to the dynamic ini?
    I find I want to use different percentages for different routes to maintain best performance - some older routes I can comfortably run at 200% - but newer routes I might need 125-150%...

    I can change it in settings that's not an issue - but If I could set and forget that would be ideal.
     
  34. jesper2805

    jesper2805 Well-Known Member

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    I guess thats not possible... Its only game based not possible to setup every route in this way.
     
  35. Thorgred

    Thorgred Well-Known Member

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    no idea
    why not try it out?
    r.ScreenPercentage=100

    no idea if that works or not
    never tried that
     
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  36. JetWash

    JetWash Well-Known Member

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    Logically this should work but I’ve never tried it, and don’t know if TSW would override it. Worth a go though.
     
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  37. WaveyDavey

    WaveyDavey Well-Known Member

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    I can confirm that the r.ScreenPercentage=*** command does work and could therefore be set on a route by route basis using the Godmode mod.

    In game I have it set to 100% and in a busy Carlisle with everything on Ultra I get just under 60fps. As soon as I enter r.ScreenPercentage=200 into Shap's dynamic.ini and hit the run button it drops to around 20-25fps. Remove the command from the dynamic.ini and it shoots straight back to 60fps.
     
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  38. WaveyDavey

    WaveyDavey Well-Known Member

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    This does of course mean I now HAVE to spend a few days/weeks going through all my routes to play with this setting...... Cheers for that guys!!!!! ;):D
     
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  39. WaveyDavey

    WaveyDavey Well-Known Member

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    Apologies to all as not really related to Jetwash's mod in any way but something I thought may get more help in this thread as the mod in question is well known in here......

    I have had the Better Shadows mod installed since release..... But I've noticed on the Riviera route I'm getting shadows from lineside shrubs and trees popping in really late like things used to be before the Better Shadows mod came along.

    I've just fired up London - Brighton and the shadows are way off into the distance as they should be with the mod so the mod is working but not seemingly on the Riviera route and possibly the other TSW6 routes? Has something changed in TSW6/TSW6 routes?


    Is anyone else notice/getting this?
     
  40. JetWash

    JetWash Well-Known Member

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    I hadn’t noticed it to be honest, but then I’ve only run the route a few times (btw, props to Rivet as I think it’s their best UK route by a country mile)
     
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  41. WaveyDavey

    WaveyDavey Well-Known Member

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    I've popped a comment on the mod's page on TSW so hopefully Kat sees it..... I did notice someone had commented on there that the mod made no difference in TSW6 so they possibly were also running Riviera or one of the other new routes?

    The section between Teignmouth and Newton Abbott on an autumn afternoon is a good example with shadows constantly popping in around 50-80 yds in front of the train.
     
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  42. Syd Tracks

    Syd Tracks Well-Known Member

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    YES!!
    i can confirm this is happening to me too.
    I came on here tonight to ask about this and you beat me to it.
     
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  43. class2ldn2801

    class2ldn2801 Active Member

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    Not particularly difficult though is it lol
     
  44. DB628

    DB628 Well-Known Member

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    When is the New Update coming out?
     
  45. JetWash

    JetWash Well-Known Member

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    As became apparent today, I’ve been pretty busy and ‘otherwise occupied’. I’m afraid priorities have changed, but I still intend to update the mod. This was my baby after all, and I’ve poured a lot of work into it. However, I have a demanding full time job, my 3rd party role and a young family and there are only so many hours in a day.

    I can’t be any more specific than ‘it will be out when it’s out’. Right now, as far as TSW goes, my 3rd party work has to come first I’m afraid.
     
    Last edited: Nov 6, 2025
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  46. WaveyDavey

    WaveyDavey Well-Known Member

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    I've done some more checking on the Riviera line shadows mod issue and it looks to be related to the "foliage.LODDistanceScale=" rather than the mod.

    It was set to 3 in my dynamic .ini but i think because of the amount of foliage they have placed very close to the track on this particular route the shadows therefore become more noticeable when they also pop in late with the shrubs. Raising this value to anything above 5 removes the issue as the shrubs etc.... appear when they are further away and therefore the shadows do too.
     
    Last edited: Nov 7, 2025
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  47. GuitarMan

    GuitarMan Well-Known Member

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    Thanks both for the suggestion -

    From my testing - it works when you apply it through the dynamic ini - but then very quickly it reverts to what's in your settings. (or at least based on what I can see through GPU usage).
     
  48. jesper2805

    jesper2805 Well-Known Member

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    It reverts back to the game settings and does not remember that dynamic engine settings do you mean?
     
  49. GuitarMan

    GuitarMan Well-Known Member

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    Yes - sorry - exactly that :)
     
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  50. jesper2805

    jesper2805 Well-Known Member

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    I was a little stunned that it was working but in the end it is not the case. Thats more in line what i already thought.
     

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