Have DTG inproved the performance on xbox series x and also ps5 for the new Tsw4. Making more use of the performance these consoles can offer. Loading tsw3 from start is very slow on series x has this been inproved. Will there be less stuttering on routes. I don't think any of this has been mentioned any where has anybody heard of such improvements. Can DTG confirm if any inprovments have been made.
Speculating that the issues you are referring to will not have massively improved. The loading times is your DLC and as there are 3 new routes now added I suspect loading times to be even longer. Pure speculation though
Playing on both XSX and PS5. My biggest concern is PS5 performance. XSX maintains 50 to 60 fps at all times on all routes from my benchmarks. PS5 averages 40 fps on SEHS and can drop below 30 fps at times.
DTG can you answer this please has there been any inprovments on the consoles. I bet they don't answer this.
I think because they didn't mention performance improvements at all during their presentation (except to highlight its exclusion from TSW4 roadmap because it's an "ongoing" thing) you can safely assume that either they're not ready to talk about final performance numbers OR there is nothing significant to talk about regarding improvements (more likely). I remember when they went from TSW2020 to TSW2 they specifically mentioned performance and draw distance improvements as a selling feature but I don't see that much difference between the two versions in that regard. Nothing said this time? I won't hold out hope for performance improvements at launch.
Performance HAS to be improved on consoles or it wont last to TSW5. With each version comes expectation and i expect better performance, actually I DEMAND better performance on the latest generation of consoles. I was playing Horseshoe Curve tonight and Sherman Hill. Hill had massive pop in, Curve had weird objects that transformed into bushes, a broken camera that displayed the loading splash screen when i was switching, and that was also loading in the assets with a delay. Thats not great at all. Any new effects will bring it down further if they are not careful with optimisation.
Considering it's a basic UE4 setting, I would expect it to be quite well optimized and not too heavy on performance. But I may be wrong.
That's also what I assumed from watching the presentations. Also a bit confusing because of the addition of the fog. The fog looks amazing but why would you make the fog optional on PC's and gen9? You would at least mention massive improvements to performance when you announce such a feature but instead was only mentioned that it doesn't dramatically degrades the performance which sounds like an indicator it will make it even more frustrating if you are stutter aversive
You're dealing with both hardware and software limitations when it comes to performance. TSW developers are not able to tweak their engine as well as some of the larger development houses can. Part of that is due to the fact they're the minority in wanting to make a map that is like 100 feet wide by 80 miles long and travel along it at high speed, which is not something a typical game map would do and something that Unreal Engine was not originally built to handle well.
That's unavoidable with a long train like those on SH: the front and back of the train are in different tiles, so the other tile has to be re-loaded into memory. Hence the loading screen.
To expand on this a bit, world tiles are 1km x 1km, so if a train is longer than 1km as the US freight ones commonly are, as Bill says the other tile has to be loaded in if the camera viewpoint changes such that it is in another tile, as only one tile is loaded into memory at a time. This is also the explanation for the brief pause you occasionally see (well one of them at least) as the next tile is loaded in from storage as you traverse a boundary. Tiles with more detail in whether that be other trains or large stations as examples, will lengthen the time that pause is, though thankfully I don't recall having that occur for longer than half a second or so on PS5 (though I didn't have my stopwatch out)
I had the same issue on this route on XSX. SEHS:E was always a stutterfest for about 60% of the route.
I’m guessing with the added volumetric fog it will be stutter island again on PS5, but maybe on custom routes or scenarios without fog things will be improved? Who know, but I’m certainly not counting on it nor is it affecting my purchase of TSW4. I don’t mind the hitches here and there because I’m just tweaking controls not lining up a headshot. I expect the same performance with the newer routes and features. The vistas did look much improved too so honestly I’m just hoping for same and not worse off. Ideally, there would be a performance and quality mode but as a console peasant I don’t expect that from a game clearly more at home on PC. Maybe some day down the line?!
Personally I don't mind the fact they have made the fog a toggle switch on PC's and gen 9, as pretty as the fog looks, don't get me wrong it looks stunning i don't think my PC would be able to handle it and certainly not my steam deck. apart from that, i'm assuming without the volumetric fog turned off TSW4 will be very close if not identical in terms of performance to TSW3. Of course, the fog might not make as big of an impact as i think it will but at least the option exists incase the fog reduces lower end gpu's and consoles to a crawl. What i'm curious about with the fog is will it be a all or nothing on off switch or will it be the more typical Low, Medium, High? The latter could potentially allow lower end hardware to at least have some of the benefits.
I thought the goal of the add-on manager was to only load necessary DLCs in memory thus allowing faster loading and more free memory ingame. There is no more info about it, and it's not on the roadmap. I guess it won't be part of TW4 ?
Yeah PC makes sense but gen9 does not make sense so I guess they put it in for those with maxed out PC's
just being ahead of the moaning why PS5 didn't get it Unless and I don't wanne raise expectations: it's a Series S failsafe (note that it is present on PS5)
Yup and now it becomes more PC like because you add an extra option. Normally it would be 4K with fog on or HD to be more like a console but 4K and HD is not what these simplified graphics settings are being used for generally. Graphic settings on consoles are not always that simplified but there is not much to change graphic wise on consoles in TSW so you would use the most simplified settings language in my view
Volumetric fog can absolutely murder your FPS if you're hardware limited. I don't imagine it working on Series S at all, and on PS5/XSX it'll probably need to be something that you toggle on in 1080p mode and off in 4k mode unless you like running at 40FPS..
It sure does and drops frames too. On routes like GWE it runs like a champ. It'd rather play on PS5 given the choice but the performance difference to XSX is massive and very noticeable even without the fps counter active. My series X even boots the game up faster than my ps5 and I see people on here complaining about the xbox boot times. I do be baffled.
Question remains why their is no FSR support coming with TSW 4. It would benefit the consoles as well as the PC performance wise.
If I had to guess I’d say it’s because of a limitation in the game engine, I don’t think unreal engine 4 supports it officially. Maybe through plugins but probably not an ideal solution, feel free to correct me if I’m wrong though on that. I’ve tried FSR in the past and honestly, I think it causes more problems than it solves in most of the games I’ve seen it implemented in.
FSR 2 is available as official UE 4 plugin, so no excuse for not implementing it. Supported from UE 4.26 up to the current 5.2 Version. Current version is 2.2.1 with FSR 3 launching soon. Maybe you have tested FSR 1, I see no reason or ever seen problems made by FSR 2, so I would be interested in exact problems you got with it. I have an RX 7900XTX but I like to use undervolting and FSR is perfect for saving energy consumption and not loosing performance for example. Played TLOU and Hogwarts with it for example, no problems at all. Bethesda uses FSR instead of DLSS for Starfield because the consoles also have AMD Hardware. Besides FSR runs on Nvidia, Intel and AMD Hardware. https://www.unrealengine.com/marketplace/en-US/product/fidelityfx-super-resolution-2
Fair enough so I suppose it’s entirely possible I’ve never tried FSR 1.0 to my knowledge it’s always been FSR 2.0 I always found it introduced way too much smearing and ghosting trails for anything moving across the screen at any kind of speed. Of course that could all be about to change with FSR 3.0 I do agree though it would be nice to have especially for giving people more options.
I go with that for FSR1 for sure, but I see no big difference between DLSS 2 and FSR 2 in most cases. However, as you said, it would have been a possible OPTION for consoles and for PC. Would help to improve performance, if you don`t like it switch it off. Would help everyone with lower or budget HW getting better performance. Or ppl. like me using extensive INI modifications getting better performance while having better visuals at the same time.