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

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

  1. nekochanryan

    nekochanryan Active Member

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    Nice! It'll be quite the experience then! :)
     
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  2. nekochanryan

    nekochanryan Active Member

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    Also, do you know if there is the same camera lens effect from this mod as a vanilla setting in TSW 7? I really like using it, but will it still be mod-exclusive? :)
     
  3. WaveyDavey

    WaveyDavey Well-Known Member

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    Which will be the better option DLSS Frame Generation or Smooth Motion?
     
  4. JetWash

    JetWash Well-Known Member

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    Ordinarily DLSS as its hardware driven, but unfortunately UE4 isn’t compatible with DLSS Frame Generation (and I understand frankensteining it in from UE5 was a mammoth engineering task with no guarantee of success). The Frame Generation there is that is built into the game is for FSR, hence Nvidia players needing to use smooth motion. The Nvidia app makes this all so straightforward these days anyway, and will be where you can select which DLSS preset to use, that setting it up is a breeze.

    ps Nvidia players can use FSR too, but DLSS is the superior option for Nvidia players and FSR FG is driver/software based just like smooth motion.
     
    Last edited: Aug 27, 2026
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  5. TKessel

    TKessel Well-Known Member

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    For me, adding DLSS and FSR, Epic settings on PC, the new lighting system, and finally having official DX12 support in TSW is a huge step forward. These are some of the biggest improvements to the core simulation since the release of TSW3.

    It’s also great to finally have real-time weather, which is something that should have been part of TSW for a long time and has already been possible on PC for quite a while now.

    All of these changes will make TSW a much better experience overall.

    Thank you so much for putting all that effort into this, JetWash!
     
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  6. WaveyDavey

    WaveyDavey Well-Known Member

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    Cheers for that. Looking forward to getting to grips with it and finally TSW starting to take a step into the modern world.
     
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  7. vodka#2734

    vodka#2734 Well-Known Member

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    Most likely it will be possible to run it on Nvidia via Optiscaler.
     
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  8. The SimTrain Tube

    The SimTrain Tube Well-Known Member

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    Would you mind sharing your control panel settings? Especially V-sync and G-sync.
    Also a question, as you occasionally upload to your YT channel in 60fps, do you match your frame rate to that?

    Right now when I'm recording for YT and I can't maintain 60fps in some cases, I limit the frame rate to 30, then double it with SM.
    Its my understanding if you don't limit the frame rate to 60, the recorded footage will stutter if the game is running higher than that.
     
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  9. graham.haddon

    graham.haddon Well-Known Member

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    I think it was TSW4 or 5 that worked with Windows Auto HDR and I thought it worked really well. However every newer version since then has not been compatible with Auto HDR. I did ask a question about it a couple of years ago and I don't think it was answered. I wondered if anyone knew why Auto HDR compatibility was dropped?
     
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  10. malikrthr

    malikrthr Well-Known Member

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    I definitely can't wait to play TSW7, especially knowing that JetWash has greatly improved the graphics and realism at the core of TSW natively. Experimenting with the JetWash lighting presets, Train Lighting & LOD fixes mod, and lighting & visual quality enhancement mods on my system from TSW4-6 was a fun experience, but knowing that this will be the standard for all ToD4 routes and a possible future update for older ToD3 routes later down the line is amazing news to here :D I just recently placed my pre-order for the deluxe edition or TSW7. I am saving up for my first AMD GPU as I would like to try something different for my upgrade. For the last few years, I have been using Nvidia GPU's, from GTX550Ti --> GTX570 --> GTX1060 and now RTX3070. From what I found online, it looks like Radeon GPU's offer more bang for the buck with higher amounts of VRAM and raw performance overall. I am eyeing a 16GB Radeon RX9070XT around the late fall so I can run everything max with the hopes of building a new AMD system in 2028-2029 on the future AM6 or late AM5 platform.

    I am curious, how a 16GB Radeon RX 9070XT would perform on epic settings with everything maxed out? I am sure my RTX3070 would run into some hiccups here and there with the limited 8GB VRAM, leading to stuttering and low fps. I used Gemini AI to get an idea but also curious to here what the forum and PC enthusiasts may think
     
    Last edited: Aug 30, 2026
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  11. Inkar

    Inkar Well-Known Member

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    Matt said in the Roadmap Stream the game uses FSR 4.0, which is AMD only AFAIK. It would be possible to use OptiScaler to convert the upscaler part of FSR 4 to DLSS, but not the frame generation.

    OptiScaler.jpg

    It wouldn't be possible to translate the frame generation with OptiScaler (see the image above). In any case, anyone with an Nvidia card would get better results with DLSS + smoothmotion.
     
    Last edited: Aug 31, 2026
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  12. vodka#2734

    vodka#2734 Well-Known Member

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    Never say never. NVIDIA Ray Reconstruction Converted to AMD Ray Regeneration using the beta version of the Optiscaler. If it is not officially available now, it may be added in the future.
     
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  13. Inkar

    Inkar Well-Known Member

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    We were talking using FSR frame generation with Nvidia cards. Even if it was possible to make it work with Optiscaler you can't really say FSR 4 works with Nvidia cards in a general sense. You could say you can make it work applying a hack/mod, but it doesn't work "out of the box".
     
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  14. vodka#2734

    vodka#2734 Well-Known Member

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    I never said it would work out of the box. It might not work at all, or it might need a mod. Who knows? The very fact that it's here already gives some hope.
     
  15. raptorengineer

    raptorengineer Active Member

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    so since tsw7 supports dlss 4.5 how far can that support for unreal 4? could it support dlss 5.0 in future?
     
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  16. forwardfax#9030

    forwardfax#9030 Member

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    if you willing to go into modding with reshade (addon version) and a bit more detail with the HDR calibration with RenoDX (unreal engine) it gets a very good looking image, much better than microsoft auto HDR and nvidia RTX auto HDR.
     
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  17. Matt Proulx

    Matt Proulx Member

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    I have one and a 5070ti and they both perform decent in TSW with the Beast preset from Jetwash which is unlikely to be anything less than what the new Epic preset is. (50-120fps at 4k depending where in the route.) I don't see that changing in 7, in fact it might get better especially with DLSS and FSR.
     
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  18. JetWash

    JetWash Well-Known Member

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    It will. TSW7 is no more demanding than beast, and DLSS gives you a better image for less demand.
     
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  19. Rutgerski

    Rutgerski Well-Known Member

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    A bit off topic. I'm now blessed with a 16GB Radeon RX 9070XT so I can take full advantage of your mod, Jetwash. But on Frankfurt S-Bahn and Frankfurt-Würzburg the frame rate drops to the 30s and 40s around Frankfurt. It's hooked up to a 1080p TV though, I remember reading that this might make a difference versus 4K?
     
  20. JetWash

    JetWash Well-Known Member

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    That’s down to your CPU, not your GPU. Running the game at 1080p will only exacerbate the issue sadly as your GPU is all but idle whilst your CPU is maxed out.

    Certain stations like Frankfurt with lots and lots of track and signalling are always difficult.
     
    Last edited: Sep 3, 2026
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  21. jesper2805

    jesper2805 Well-Known Member

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    30/40 FPS is in this cases are very acceptable. You won't get any more its a very demanding area.
     
  22. Rutgerski

    Rutgerski Well-Known Member

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    Aha all right, thanks both! My CPU is a 9600X.
     
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  23. jesper2805

    jesper2805 Well-Known Member

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    I see some claims here on the forums from people they claim i have always 60fps.... But that's simply not true. You never reached always 60fps in any circumstances. They say it wrong and talk about on average and that's something else and it's not the same as "always 60fps" so don't be confused by such claims. It's normal that the game lose FPS in areas like Frankfurt.
     
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  24. Rutgerski

    Rutgerski Well-Known Member

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    Thanks Jesper, I guess those claims did indeed throw me off.
     
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  25. Danflyer

    Danflyer New Member

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    Something I was a little curious about (apologies if answered elsewhere), will each route effectively have its own epic/lighting settings and will it be up to the developer of the route to tune these? Obviously this mod would end up tweaking some of the colour/saturation values on a per-route basis and having the baseline from Jetwash was always very much appreciated!
     
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  26. DB628

    DB628 Well-Known Member

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    Please fix the Enhancement Light
    The Sky is always too Grey and Not Blue
     
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  27. JetWash

    JetWash Well-Known Member

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    No it isn’t, and nor will it change. The sky is realistic and, just as in the real world it is not always a deep blue when you look at it. How you see it changes depending on time of day, season, sun position, whether you’re facing into or away from the sun etc and so it does in-game.

    In other words there is nothing to fix as it isn’t broken, it is entirely as intended.
     
    Last edited: Sep 4, 2026
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  28. PseudoStalker

    PseudoStalker Well-Known Member

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    Even with the help of DTG engineers, there was no chance to eliminate the fog that comes in cloudy weather? Or was there no such goal?
    For me, this is currently the main killer in the weather.
     
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  29. sinnere

    sinnere Well-Known Member

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    I genuinely hope you're getting compensated for. You've single handedly contributed a lot to this sim and on top of that have to deal with some of these somewhat entitled folks in here.
     
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  30. raptorengineer

    raptorengineer Active Member

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    question will the pc editor have the epics feature in it or is it just tsw7 base game.
    also thank you for fixing the flickering on fences also seem you fix the shadow spacing on roof when it meet the wall.
     

    Attached Files:

    Last edited: Sep 5, 2026
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  31. JetWash

    JetWash Well-Known Member

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    So that is not a lighting issue per se but I do believe all of this is being looked at. It’s also important to note that I’d also like to work further on Enhanced Lighting and there a few other things I want to put into it. I’ll certainly bare this in mind and feed it back.

    Regarding the editor, I don’t know where the public editor is at but assuming it gets updated to the latest spec then EL can be enabled in the play in editor feature.
     
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  32. jesper2805

    jesper2805 Well-Known Member

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    Do you made ini changes to the game? Yes? Delete them they dont work anymore.
     
  33. Zeremony

    Zeremony Active Member

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    Turns out it was a rogue mod that I completely overlooked. Apologies :)
     
  34. Thorgred

    Thorgred Well-Known Member

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    not exactly true a lot of ini changes are just working fine
    some might be obsolete like the ones in godmode
    altough even in that there are still some good ones i think
     
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  35. jesper2805

    jesper2805 Well-Known Member

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    Well, exactly I already had the feeling that the person reporting the issue wasn’t really familiar with the subject, which is why I advised them not to use it. And why would you? The lighting in the game is absolutely stunning. It’s done so incredibly well that you really don’t need to adjust anything, and that was ultimately the problem they were having.

    On top of that, modifying things in the .ini file has become a lot more sensitive and complicated, because many values are already pre‑defined. Even small changes can break a lot now.
     
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  36. LCYCowboy

    LCYCowboy Active Member

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    I'll second the fog during overcast days being the biggest remaining issue for me. Especially as it completely kills all the colour saturation as well.

    Thanks for your hard work with all of this. Been using your mod for eons and can't do without it, so fingers crossed, I'll love TSW7 (when it finally downloads, 8 hours in and only 9 hours to go)
     
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  37. Rutgerski

    Rutgerski Well-Known Member

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    After a first couple of drives I have to say the game looks and runs great! Great decision by DTG to take Jetwash on board :)
     
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  38. Tigert1966

    Tigert1966 Well-Known Member

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    It really is a huge difference for me. For the first time the game is looking good without mods.
     
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  39. TKessel

    TKessel Well-Known Member

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    TSW never looked so good as it does now, and it runs so smooth like never before! Thank you JetWash and DTG!
     
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  40. DrunkenJim

    DrunkenJim New Member

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    HI all,

    I've just posted this in the comparison thread, I've noticed the JT routes have a lot of pop in DTG-Chris confirmed it's due the the way the route was made, so I assume I will have to create a new .ini as in previous versions to push out the draw distances again?

    reading back through this thread it seems some of the .ini settings will cause issues with the game due to Jetwash's in game settings, does anyone know which i should steer clear of?

    this is my TSW6 .ini

    [SystemSettings]
    r.Streaming.PoolSize=32000
    r.Streaming.MaxTempMemoryAllowed=16000
    r.UseAsyncShaderPrecompilation=1
    r.UseShaderPredraw=1
    r.UseShaderCaching=1
    r.Streaming.FullyLoadUsedTextures=0
    r.RenderTargetPoolMin=1400
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=2
    r.Streaming.HLODStrategy=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=900
    gc.TimeBetweenPurgingPendingKillObjects=200
    gc.NumRetriesBeforeForcingGC=5
    gc.MinDesiredObjectsPerSubTask=20
    ts2.dbg.JourneyChapterLockOverride=1
    ts2.save.CheckpointsEnabled=0
    ts2.RewardMonitor.ShowLowImpactNotificationsAsFull=0
    r.D3D.ForceDXC=1
    r.Shaders.FastMath=0
    r.LODDistanceFactor=4
    r.MipMapLODBias=-4
    r.ForceLOD=0
    r.StaticMeshLODDistanceScale=0.01
    r.SkeletalMeshLODBias=-4
    r.Streaming.MipBias=0
    r.LightMaxDrawDistanceScale=130
    r.MinScreenRadiusForLights=0.00
    r.AllowLandscapeShadows=1
    r.DistanceFieldShadowing=1
    r.DFDistanceScale=5
    r.DistanceFieldAO=4
    r.AOMaxViewDistance=20000
    r.BlurGBuffer=-1
    r.DepthOfFieldQuality=6
    r.SceneColorFringeQuality=1
    r.FastBlurThreshold=7
    r.Tonemapper.GrainQuantization=0
    r.Shadow.Virtual.ResolutionLodBiasLocal=1
    r.Shadow.DistanceScale=25
    r.Shadow.Quality=5
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.MaxResolution=8192
    r.Shadow.TransitionScale=5
    r.Shadow.RadiusThreshold=0.01
    r.Shadow.RadiusThreshold=0.01
    r.Shadow.CSM.TransitionScale=1
    r.shadow.CSMDepthBias=4
    r.Shadow.PreShadowResolutionFactor=1.0
    r.Shadow.WholeSceneShadowCacheMb=4000
    r.CapsuleShadows=1
    r.CreateShadersOnLoad=1
    niagara.CreateShadersOnLoad=1
    r.AmbientOcclusionLevels=3
    r.AmbientOcclusionRadiusScale=1.0
    r.Upscale.Quality=5
    r.LandscapeLOD0DistributionScale=3
    r.LumenScene.FarField=1
    r.LumenScene.FarField.FarFieldDitherScale=100000
    r.Lumen.ScreenProbeGather.Temporal=1
    ts2.dbg.SteamParticleSpawnMultiplier=2.0
    ts2.dbg.SteamParticleSize=0.7
    TimeOfDaySystem.VolumetricCloud.GroundContribution=1
    TimeOfDaySystem.VolumetricCloudScale.BaseNoise=0.8
    r.MotionBlurQuality=4
    r.Tonemapper.Quality=5
    r.ToneMapper.Sharpen=0.8
    r.ParticleLightQuality=2
    r.LightFunctionQuality=3
    r.HighQualityLightMaps=1
    ts2.passenger.ObjectPoolSize=200
    ts2.passenger.ObjectPoolUseCount=5
    r.TemporalAA.Upsampling=1
    r.TemporalAASamples=16
    r.PostprocessAAQuality=6
    r.TemporalAACurrentFrameWeight=0.05
    r.TemporalAAFilterSize=0.7
    r.ShaderPipelineCache.BatchTime=2
    r.ShaderPipelineCache.BackgroundBatchTime=0
    r.ShaderPipelineCache.PrecompileBatchTime=0
    s.AsyncLoadingTimeLimit=2
    s.PriorityAsyncLoadingExtraTime=1
    s.UnregisterComponentsTimeLimit=2
    s.LevelStreamingActorsUpdateTimeLimit=2
    s.PriorityLevelStreamingActorsUpdateExtraTime=1
    foliage.LODDistanceScale=5
    foliage.DitheredLOD=5
    r.ViewDistanceScale=75
    foliage.DensityScale=2
    foliage.MinLOD=0
    r.LODBias=-3
    r.LODFadeTime=2

    sorry that has made this post massive....
     
  41. JetWash

    JetWash Well-Known Member

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    You’ll have to trust me, there is nothing you can do about it. Increasing these draw distances further will not do anything, believe me I’ve tried. My personal opinion is it’s very little and barely noticeable.

    ps so much in that ini file is placebo and doing nothing at all. I’d bin it all completely.
     
    Last edited: Sep 11, 2026 at 1:09 PM
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  42. DrunkenJim

    DrunkenJim New Member

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    Thanks mate, TBH it's been one I've had since TSW 2 or 3 that I've just added to I don't really know what most of it does... Maybe I'm remembering wrong but I'm sure the JT routes looked better in TSW6 using your godmode settings and the above .ini.

    Also I don't know if it's asset specific but it isn't all the foliage that pops in, it seems to be 1 in 3? The worst bit for me is the shadow and track pop in.

    Thanks for answering though, cheers
     
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  43. JetWash

    JetWash Well-Known Member

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    No problem. There is no shadow pop in though, of that I am certain. If you’re seeing it your ini is likely the cause
     
    Last edited: Sep 11, 2026 at 1:35 PM
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  44. DrunkenJim

    DrunkenJim New Member

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    Thanks Mate, no I'm not using the .ini in 7 at all, i think it may be where the vegetation pops in I'm seeing the shadows change.

    Thanks again
     
  45. March Hare

    March Hare Well-Known Member

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    I have to say, TSW7 represents a huge step forwards in the core. One of my biggest bugbears and a detractor from immersion were the trees "morphing" on approach to the camera. Finally, finally, that seems to be resolved.

    Thanks JetWash and DTG.
     
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  46. JustWentSouth

    JustWentSouth Well-Known Member

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    Wow! TSW7 looks spectacular! Many thanks.

    In some ways, it seems to perform better for me than TSW6. I have an NVIDIA GeForece RTX 2080 Ti will 11GB that I am pushing pretty hard. My GPU is often pretty maxed out at Epic Shadows and View Distance, High to Very High Foliage, Effects, and Texture and Medium Sky and Fog. I am also running DLSS and capping at 60FPS.

    My NVIDIA app for the 2080 offers Imaging Scaling? Should I turn that on? Is there any place that I am "overspending" on settings? I know in the past that maxing out sky did not make that much of a visual difference. Any and all advice is welcome! I am thrilled with how everything looks on my aging PC!
     
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  47. JetWash

    JetWash Well-Known Member

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    No. I’d say the best thing you could do would be get yourself lossless scaling and cap your fps at 30. You’ll find it soooo much better
     
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  48. champier#2613

    champier#2613 Member

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    Only thing in my ini is Journey Chapter unlock and shadow max res 8192 (which I honestly can't tell if it even does nothing)
     
  49. JustWentSouth

    JustWentSouth Well-Known Member

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    Thank you.

    I look forward to making it better by opening up lossless scaling, but I do want to say that it is really great right now.I appreciate what you have done for the game!
     
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  50. prada#1854

    prada#1854 Member

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    I encountered an issue in the ICE3 on Köln Aachen. From the cockpit, the view is flickering, going heavier with more speed. It looks like a transparent wall appearing for a millisecond again and again. From outside view, everything is fine. Changing the graphics settings helped nothing.

    RTX4070 Super on Epic, DLSS set to super-quality
     

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