I have noticed that the relativity within TSW does seem to be bend when encountering performance issues In other words, time slows down in game, when I encounter a stutter or slow frame rates. Does anybody know if I can avoid this? Is there a way to have the time synced to real time, meaning, the gap I travelled while encountering a stutter or between frames gets bigger, rather then slowing down time itself (wow, sounds like we are talking about time travel, rather then a train simulator)? Please no answers along the line "buy yourself a better computer"... That would probably be the easier solution, however for the reason I ask this not always viable. Also the question to console players, do you see the same happening on your end?
It's a known thing in games where there is a "real life clock" that isn't actually real time but a simulated real time In this case it's likely to be tied to you graphics, in that the game is trying to push as many frames as possible, and in doing so is slowing down everything else. You can see this in action if you do SHIFT + F3 and show the frame counter, You can literally see the game trying to get that number up no matter what This can mean that the real time slows down... On Train Simulator (the old one) you can set a maximum frame rate and the game will then stop trying to push frames and maintain a better "real time simulation", but not sure if there's similar in TSW
I think it has more to do with physics and having a minimal tick rate to avoid things glitching out. If your PC doesn't have enough processing power to handle it, the game goes into time-dilation. Basically slows down time to make sure everything can still be done properly. This can happen in other games as well if you really go nuts.
Sounds plausible. From your explanation it sounds like you can not influence this behaviour. That would be my ultimate question, however, if this sort of thing can be avoided...
In the 4-up challenges of Dovetail’s live stream, Sam has to pick a point near the end of the run where the game time synchronises when he’s compiling the videos because everyone’s computer will run at a slightly different rate, so it’s just something inherent to the game and can’t be avoided completely even with a more powerful computer.
Alright, thanks for that info. That is very unfortunate. But it does, indeed, can be minimized by reducing the max FPS, as suggested by ARuscoe (yes, TSW has this option as well...)
This behavior is more or less universal with games - most games likely will have around 20fps as the threshold below which the game is slowed down
Yep, I can pretty much confirm this to be my observation as well. Above 20fps and there is basically no time slip.