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

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

  1. GrayDawg

    GrayDawg Well-Known Member

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    I did an hour and a half long freight run last night up to Carlisle in a Class 47. After setting the game to render in 4K resolution, I maxed out all settings to epic and ultra in order to see what all the fuss was about, and I was pleasantly surprised. Things looked, well the way I always hoped for them to one day look. The game looked absolutely gorgeous!! I do have a 65" QD-OLED with high quality, and the game looked amazing!!!!

    Gone was the constant shadow and model popping in from trees and other track side items. Both the draw distance and the quality, as well as the shadow distance, have been greatly improved. Even though the lighting was awesome, I used a tiny bit of ReShade to make it pop a bit extra. No other mods.

    Moreover, I swear the performance was better too, as well as the consistency and stability. Additionally, there was significantly less stutter than usual, despite some rough spots. In my case, I used DLSS with Ultra Quality (I think it was called that), and all layers were activated (I have all British content installed). This gave me between 90-100+ FPS every time I checked. Today I ran the Main Line Trent Valley with a Class 37, and it was the same thing, gorgeous looking, stable, and good FPS too. A little lower at about 70'ish or so. Well done Dovetail, and thank you.

    Time and my wife permitting, I look forward to doing much more testing tonight.
     
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  2. jesper2805

    jesper2805 Well-Known Member

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    You mean the withe portion in the lower area of the window? If that's what you mean that there for ages. I guess it should be a reflection of the dashboard but its very strange why they have add that.
     
  3. prada#1854

    prada#1854 Member

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    Not only that, the "white wall" appears all over the front window. Only on the ICE3 (as far as I figured it out) and only in the cabin. I suppose it's a problem with reflection.
     
  4. Thorgred

    Thorgred Well-Known Member

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    it has always been there never been patched away :/
    effect is a lot less when clouded outside
     
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  5. DrunkenJim

    DrunkenJim New Member

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    Hi Jetwash, I'm adding some mods to my setup and wondering if your Train light and LOD mod is still relevant? or has that also been rolled into the TSW7 launch? I'm assuming it is, but after the confusion (brought on by my and a lot of other's lack of understanding) of the engine.ini I though I'd ask.

    Cheers,
     
  6. Emmy_MAN

    Emmy_MAN Well-Known Member

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    No, you no longer need this ‘Train Light and LOD’ mod.
    You no longer need any mods that improve graphics, make light signals more visible, or anything of that sort.

    You can, of course, try out for yourself whether one or other of these mods still works in TSW 7 without causing any problems.
     
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  7. DrunkenJim

    DrunkenJim New Member

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    thanks mate
     
  8. JetWash

    JetWash Well-Known Member

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    That one can be used as it mods the physical lights on the trains themselves which are elements separate to the new lighting. I can’t vouch for how stable it is as it’s not been updated for a good while but I’m using it and not having an issue.
     
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  9. DrunkenJim

    DrunkenJim New Member

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    perfect, thanks Jetwash, much appreciated
     
  10. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Alas, I tried the "enhanced" lighting mode when I tested TSW7, but it still has the base game's blown out skybox and washed out terrain that looks like the sun has been replaced with β Orionis, so I toggled it back off and went back to my old ini that dials it right down.

    Still baffled we've not got a slider for skylight intensity since TSW3 launched, and still depend on the ini file for that. Unfortunately since the enhanced lighting does not seem to inherit anything from the ini settings, I can't simply delete every other fix and just dial that down.
     
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  11. DB628

    DB628 Well-Known Member

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    Rapid Transit with the Track Rendering Looks terrible in TSW 7
    And the Snow textures on Tracks with DLSS Looks pretty Bad on all routes, because it’s still the old texture, with no optimization
     
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  12. jesper2805

    jesper2805 Well-Known Member

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    The new lighting doesn’t work on older routes that use TOD3. The lighting only works on TOD4 routes, so yes you practically see no difference on Rapid Transit.
     
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  13. DB628

    DB628 Well-Known Member

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    I mean the Epic Settings, it makes no difference there
    The lighting is a different Thing
     
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  14. JetWash

    JetWash Well-Known Member

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    It inherits literally everything from the mod ini settings. It’s identical.

    Turning the skylight intensity down further is not the answer. This issue is on my to do list for further work.
     
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  15. volvolover1972

    volvolover1972 Well-Known Member

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    What exactly does the epic setting for sky quality do? I’m not seeing any discernible visual differences with clouds between “high” and “epic” but I am seeing a descent fps drop between the two. Will it impact enhanced lighting if I keep sky quality below epic?
     
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  16. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Strange. Because when I turn on the enhanced lighting without an edited engine.ini it looks EXACTLY the same as it does when I turn it on WITH an edited engine.ini

    The ONLY lighting that changes for me from my custom engine.ini is the base game lighting with enhanced mode turned off.
     
  17. JetWash

    JetWash Well-Known Member

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    That’s not possible, literally.
     
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  18. Princess Entrapta

    Princess Entrapta Well-Known Member

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    I'll reinstall the free core and get screenshots to properly compare, then.

    [edit]

    Interesting. It's subtle, but yes, it does seem different, it's hard to spot when just playing. There is definitely a bigger perceivable jump between how it changes my custom ini vs how it changes the base game. It's curious because it makes the base game's defaults appear less overexposed, but my custom one it dials the exposure way up. Like a softer, more foggy looking midpoint between the two extremes of my engine.ini and the core game settings, which dials down the highlights but also softens the shadows. That's why it looked so similar to me on both versions. (In which case, A+ for how well it maintains consistency of its look even with radically different baselines to work from)

    Can I ask what it is exactly that you do to get rid of that awful blue tint? I was never able to accomplish that with my engine.ini

    custom.jpg inaplusenhanced.jpg jetwash.jpg default.jpg
     
    Last edited: Sep 16, 2026 at 5:10 PM
  19. LCYCowboy

    LCYCowboy Active Member

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    I love the new lighting, and I know I’ve asked about reducing fog when there is overcast cloud, but was wondering is it also possible to tweak the ini to give a bit more saturation and gamma during cloudy situations. Currently it looks very washed out (almost pale) sort of like the gamma slider is too far down, when the live weather depicts cloudy conditions (and lets face it, that’s most of winter in the UK).
     
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  20. champier#2613

    champier#2613 Active Member

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    Hey JetWash quick question when using this lighting mod at nights we had to change the Environment Skylight Intensity G value to something closer to 500 is it the same with the new lighting or we dont have to fiddle with that anymore? I Haven't had time to play much and haven't loaded into a night service as yet
     
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  21. JetWash

    JetWash Well-Known Member

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    Again, gamma is not the issue. This is something that Matt and I have already discussed and one of the things I want to work on, it just wasn’t possible before release.
     
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  22. Princess Entrapta

    Princess Entrapta Well-Known Member

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    How much of a handle do you have on what approach might fix it? There's been all sorts of wild speculation over the years about all sorts of things that could be at fault, from the dev environment using HDR but the game outputting SDR to the devs all having cataracts and the real world just looking like that to them. In your opinion, do you have an idea of what might work, and how to go about it, and is there anything you can share about that right now?
     
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  23. LCYCowboy

    LCYCowboy Active Member

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    Just had a few more runs, with clear weather changing into cloudy weather (using Winzenart's great live weather program). It looks absolutely fantastic in situations where there is little to no cloud. Whenever the sky thickens up, it turns into a very pale rendition.

    I love the lighting in the no cloud situations, but it is a real immersion killer when there is cloud. Cloud generally reduces the amount of light but in the game, it now just makes everything washed out.

    Is there any fix (an engine.ini tweak that might help)?
     
  24. JetWash

    JetWash Well-Known Member

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    At the risk of repeating myself, no there isn’t an ini tweak (the ini tweaks there are are already in the game) but yes, it is on the list for the post-release work I’ve mentioned. The aim is to fix the cause of the issue rather than use hacks to make it seem better. When it’s done it will likely require changes to the lighting as it is as well.

    I should also point out though that the world does look very different under cloudy skies, especially fully overcast. It will never look the same as it does in sunshine with shadows.
     
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  25. fakenham

    fakenham Well-Known Member

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    That's strange, because I find the cloudy/overcast skies really immersive now, I don't get the washed out effect I used to get in TSW6. Could be down to the users graphics settings I suppose, there's so many combo's now.
     
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  26. SpookieWookie

    SpookieWookie New Member

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    I extracted this from the games internal config file. When you set sky to ultra the following is set:
    Code:
    TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.7
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.7
    TimeOfDaySystem.VolumetricCloud.Force2LayerMaterial=0
    TimeOfDaySystem.VolumetricCloud.LayerCount=2
    TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
    TimeOfDaySystem.VolumetricCloud.RayMarchedShadows=1
    TimeOfDaySystem.VolumetricCloud.GroundContribution=0
    TimeOfDaySystem.VolumetricCloud.LayerHeightScale=1
    TimeOfDaySystem.VolumetricCloud.NoiseTextureResolution=2
    r.VolumetricCloud.ShadowMap.LightDistanceOverride=20
    When set to Epic the following is set:
    Code:
    TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.7
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.7
    TimeOfDaySystem.VolumetricCloud.Force2LayerMaterial=0
    TimeOfDaySystem.VolumetricCloud.LayerCount=2
    TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
    TimeOfDaySystem.VolumetricCloud.RayMarchedShadows=1
    TimeOfDaySystem.VolumetricCloud.GroundContribution=0
    TimeOfDaySystem.VolumetricCloud.LayerHeightScale=1
    TimeOfDaySystem.VolumetricCloud.NoiseTextureResolution=2
    r.VolumetricCloud.ShadowMap.LightDistanceOverride=20
    Literally no difference
     
  27. DB628

    DB628 Well-Known Member

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    Why all the Floating Trees are visible on the All Aboard Routes with Epic Settings?
     
  28. March Hare

    March Hare Well-Known Member

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    This doesn't mean there is no difference at all. Selecting the epic setting can trigger other changes in the underlying code, which you can't see, which aren't represented by these values in the config file.
     
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  29. SpookieWookie

    SpookieWookie New Member

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    Unless Dovetail have very specifically added their own code to Unreal Engine to do this, then no that's not true. Not saying it's impossible, but I seriously doubt they did that. Anything not included in DefaultScalabiltiy.ini internally in their project would fall back to engine defaults.
     
    Last edited: Sep 18, 2026 at 1:07 AM
  30. toms87

    toms87 Well-Known Member

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    Rapid Transit (along with several other German TSW 1 & 2 routes) is in desperate need of a Remaster.
     
    Last edited: Sep 18, 2026 at 5:04 AM
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  31. DB628

    DB628 Well-Known Member

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    Floating Trees on Epic Settings near Radyr at Cardiff City Network
    Why did Nobody Test the routes?
    It was also a Problem with the Ini Settings
     

    Attached Files:

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  32. WaveyDavey

    WaveyDavey Well-Known Member

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    Wasn't there an engine.ini line to sort issues like this out in TSW6? Is it something that could be used again in TSW7 as a stop-gap?
     
  33. DB628

    DB628 Well-Known Member

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    It’s becoming a Core Issue on This routes with the Problem in the past.
    It was Never an Ini issue, because it was always there since Release
    Same with WCML South and Both routes from All Aboard Studios
     
  34. Thorgred

    Thorgred Well-Known Member

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    I assume you still are using godmode then you could add the line grass.CullDistanceScale=0.5
    to the route
    I have tested it and it works
     
  35. DB628

    DB628 Well-Known Member

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    Have You Test for Cardiff City?
     
  36. Thorgred

    Thorgred Well-Known Member

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    that is the route i tried it on
     
  37. DB628

    DB628 Well-Known Member

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    but Everything would plopping in for the Grass then
    So I prefer don’t playing the Route at all
     
  38. nekochanryan

    nekochanryan Active Member

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    Everything's been superb on the new graphics; I'm really enjoying it a lot!

    However, I noted that on East Coastway, something at Brighton looking towards London Road is causing a massive FPS drop, and it's solved by turning down the shadows from epic to ultra, not sure what's causing that but it drives up my GPU usage to 100% at Brighton when I'm looking towards London Road. Is there something using extreme shadow quality when setting it to Epic on that route in that particular section? Not sure but I hope that could be fixed. :)

    I used JetWash Beast preset previously, and Brighton was totally fine wherever I turned the camera; no FPS drops so something must've happened on the TSW 7 version of East Coastway, not sure though..
     
    Last edited: Sep 19, 2026 at 11:05 PM
  39. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Epic settings ARE just a toggle for the previously unsupported ini settings.
    Why did you ever think they'd bother to make sure they worked without the already existing bugs?
     
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  40. SpookieWookie

    SpookieWookie New Member

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    In case anyone is curious
    Ultra view distance:
    Code:
    r.SkeletalMeshLODBias=0
    r.StaticMeshLODDistanceScale = 1
    r.ViewDistanceScale=1
    r.LandscapeLOD0DistributionScale=1
    Epic view distance:
    Code:
    r.SkeletalMeshLODBias=-2
    r.StaticMeshLODDistanceScale = 0.001
    r.ViewDistanceScale=3
    r.LandscapeLOD0DistributionScale=3
     
  41. JetWash

    JetWash Well-Known Member

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    Thanks, but there was plenty of testing. The floating trees are on the developers of each individual route to fix, and are caused by the way they put down distant foliage blocks. Those floating trees exist, it’s just the higher draw distances are uncovering them. You’ll note that they almost exclusively appear on the routes of one developer. All I can suggest is you bug it in the hope they will remove them.
     
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  42. JetWash

    JetWash Well-Known Member

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    These settings are identical to the Beast preset, and as far as I know nothing has changed on East Coastway.

    However, you are correct in that something is causing high GPU usage at Brighton looking towards London Road. I would guess there is an issue with Brighton station itself because as soon as you get from under the canopy the GPU usage drops to half.
     
    Last edited: Sep 20, 2026 at 6:51 AM
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  43. DB628

    DB628 Well-Known Member

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    it’s a Rivet and All Aboard Studios Issue.
    The second developer always said, it was the ini changing fault in TSW 6, and Won’t fixed it, because they didn’t used a Tool in the Editor to make it visible
     
  44. samfjsmith

    samfjsmith Active Member

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    I've been having some major issues with flickering fences, lights and OH wires since the release of TSW 7, to the point where its unplayable. I'm close to giving up as I've tried absolutely everything to no avail. I have no mods installed but posting in this thread as this problem only occurred for me in TSW 6 once I installed this mod (and I was able to get it to a manageable level with a bit of tweaking)

    Jetwash, if I PM you would you be able to assist?
     
  45. Emmy_MAN

    Emmy_MAN Well-Known Member

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    samfjsmith
    Are you using this mod by Jetwash in TSW 7?
    If so, please delete this mod from TSW 7, as it is no longer needed in TSW 7.
     
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  46. samfjsmith

    samfjsmith Active Member

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    As stated above, I am using no mods in train sim world 7
     
  47. class2ldn2801

    class2ldn2801 Active Member

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    Im getting flickering as well especially on the passenger windows when riding in a carriage, its like the reflection is flickering.
     
  48. Princess Entrapta

    Princess Entrapta Well-Known Member

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    My point in response to the person talking about testing was that these settings are simply enabling what could already be done with the ini file, so if something was already a well documented problem when editing that, then this was a known factor and the option was enabled as a toggle in the menu, by choice, knowing in advance that the issue would be raised by players.
    Like the savegame toggle it really ought to have a disclaimer that it may cause some odd unintended behaviour, as most players who do not have experience editing the ini files will be unaware of the nature of this, and will likely flag it as a bug with the setting, rather than correctly identifying its root cause.

    Hopefully at least the option's presence will entail certification for future routes mandates that they are tested with this setting.

    I still find the most extreme example of it to be on the Sodor map in WoS where if you up the draw distance beyond the officially supported ones there, there's a vast Tetris block-esque forest floating in the sky to the north, far bigger than any of the patches on any TSW map..
     
    Last edited: Sep 20, 2026 at 4:46 PM
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  49. nekochanryan

    nekochanryan Active Member

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    Yep. Could be shadows being casted from the Brighton canopy in that particular section; hopefully a fix will be included in the next few patches. :)
     
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  50. Yosh1saurus

    Yosh1saurus Member

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    As this has become the enhanced lighting thread, could there be some extra settings to control different parts of it rather than an all in one on/off setting? I'd quite like the sun rays but I'm not a huge fan of the rest of what EL does to the visuals and especially the clouds.
     
    Last edited: Sep 21, 2026 at 9:58 AM
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