TrainSim-Matt , Wouldn't Ray Tracing be nice for TSW? I have noticed a few errors or lighting which doesn't quite correspond to that in real life. Shadows where, really, there shouldn't be any (like on the gravel - that should be well illuminated as a stony but pale colour). During the day, there should be loads of light, even amounts that are blinding just like in reality. Some things appear too dark or too bright, or the wrong colour, or missing shadows, or shadows where there shouldn't be, or improper reflections, or unrealistic lights and pathological colours. The list continues, but ultimately the rasterised lighting and shading graphics are no longer good enough now that RTX 20 has arrived with its capabilities. The sun emits more light than UE4 would like to admit. Ray tracing isn't even a question. For those who can handle it and want it for extra graphical realism should be able to have it. Please add Ray Tracing to TSW.
Yeah let's revisit this in three years when the average mainstream gpus (ie rx560, GTX1060/50s, etc) are capable of real-time ray-tracing, not just the absurdly high-end ones.
RX 560, GTX 1060 are technologically incapable of Ray Tracing because they lack specialised technology and dedicated cores
Plus the RTX 2070 isn't even that expensive. It's the same price as the GTX 1070. Besides, the GTX 1060 can't handle Train Sim World on ultra settings in 1080p at a solid 60fps (no drops below). GTX 1060 isn't really a graphics card for simulation, rather it's for triple A games that are easy to run anyway - unlike Train Sim World where the objective is graphical detail.
The RTX 20 series might be available, but how many people have one? It's so new it doesn't even show in steam user hardware surveys. By contrast, 14.3% of steam users have a GTX 1060. At the moment we cannot justify developing a graphical system that such a tiny demographic would be able to run.
I guess in a few years raytracing will be a standard in the game industry, at least in AAA games. I hope to see it some day in TSW too
As RTX 20 Series cards just now begin to arrive for preorders, they will only be visible in the steam hardware surveys in december or next year. But as you say, it will take time for them to arrive in the player base. Much more interesting than Nvidias RTX is Microsofts DTX, which is the DirectX implementation of raytracing. Its not bound to specific hardware an may even become available on older hardware. Raytracing may quickly become the best suplement to screenspace reflection for stuff which is not rendered on the screen. According to steam ~30% of all grafixcards are now GTX 10 Series cards witch is now 2 years old. So if within 2 years 30% will have a raytracing capable grafixcard, this will quickly become a viable solution.
This linked article from the X-Plabne developers covers some of the issues with implementing ray tracing and why it's not likely to happen in the immediate future.
Nvidia graphics cards GTX 1060 6GB and higher now support ray tracing with the latest game ready driver.
Ray tracing is a very overkill solution for these kinds of problems. Everything is too dark (UE4 can't handle bright lights) Ray tracing is not even a solution to this one because you would get equally as bright image, that is just created differently. What should be blamed instead is the UE4's "Filmic tonemapper" that can't preserve these highlights. It should be replaced by something like Drago or Reinhard. Here is an example of a simple scene lit with properly bright light sources and tonemapped using Drago tonemapper. Wrong colors and wrong shadows Your photo has wrong colors instead of the game because of it's very limited dynamic range. Not sure where did you see some wrong shadows. The limited shadow draw distance could be fixed at minimal performance cost using Distance field soft shadows. Improper reflections These could be fixed by having a lot of reflection captures, that would blend between cubemaps captured every 30 minutes. Unreal engine 4 has a hard limit for the number of reflection captures, but that could be removed and optimized for TSW.
dtg all you have to do is update the tsw unreal engine from 4.16 to 4.22. i have 2060 video card it's nice card. and i using unreal engine 4.22 when making my content and blender too.
Train Sim World uses a modified version of Unreal engine 4 so they would have to merge those features in, which would probably break a lot of things considering that it heavily modifies the rendering pipeline.
I beg to differ on that last part. I use a GTX 1060 FE (6GB VRAM as opposed to 3GB non-FE) with an i5 6600k and I run TSW on High/Ultra settings and I get 60-70fps. The GTX1060 is not an inferior card, I don't know where you are getting those figures from, but they're very off.