I have been playing the three basic route since TSW had launched but i still have micro-strutters issue. Why? For example: it happens when i arrive or start to Bludenz on Vorarlberg S-Bahn, from Los angeles station to Los Angeles Depot and from Dresden Hbf to Dresden-Trachau. I read the article on micro-strutters when the game was launched but i never had this problem with TSW founder's edition, TSW 2020 e TSW 2. I very rarely had it with TSW 3. I think this problem is due to DTG moved to Unreal engine 4.26 some years ago but playing on this way is very annoying. Does anyone have the same problem? https://forums.dovetailgames.com/threads/train-sim-world-4-–-what-you-need-to-know.73462/ I paly on xbox one x
microstutters are an Unreal Engine thing and cannot really be get rid of, only reduced, if thats even in some way possible for consoles
They moved to UE 4.26 for TSW2 rush hour. Wouldn't it have been a problem since then if it was a UE issue?
I agree strongly. Played East Coastway and Northern Transpennine last night and the smoothness is unbelievable. After playing new routes for a while then going back to these makes you realise how much better they run.( Series S).
These routes are very sparse in terms of foliage and scenery though... Still wondering what a Micro-Strutter would look like though: That's a Macro-Strut:
It's interesting though, because I think the foliage in those routes feel more natural and realistic compared to DTG's recent releases....too many trees with bare trunks with a lack of bushes/undergrowth in the recent ones. I also think we need more tree variations, the current ones are OK but are starting to grate a bit.
I'd rather have sparse foliage and smooth gameplay to be honest. The new lighting and fog looks good but I could live without it if it improved performance.
The recent update from Simrail is amazing tbh. Check out the new foliage - maybe the grass green-ness can be toned down a bit, but the new trees and bushes are very realistic looking and performance is great on my low end PC. Hardly any pop in as well, and stutters are a rare occurance. We could do with a foliage refresh in TSW tbh.
Pretty sure it's just the way the game loads things in when driving, I usually get microstutters when entering a particularly busy station. But even then it's rare on Series X for me.
No, it's been shown that it's nothing to do with loading as it happens when you're walking too. UE4.26 has all assets split into 64kb "ubulk" chunks of data for very fast streaming.
Honestly at this point I kinda do want to see what a Train Sim World (UE) 5 could look like just for the shader caching mitigation tech and potentially nanite ballast on the tracks instead of whatever the hell we have popping in and out of existence right now. Won't fix any Denuvo-related issues, or problems arising from DLC being pushed out way before it's in a properly finished state, or the XBox version having more Z-fighting than the Budokai Tenkaichi series, but would definitely have potential for a step in the right direction.
Train Sim World will not use UE5. And if so, it would only run new content made for it. Matt has ruled UE5 out.
Its also stuttering in the editor when loading in new untextured tiles without any assets. DTG Matt could be the detailed lidar DEM a problem? What is going on under the hood of UE? Lukas talked once about some compression of height data. Can this be tweaked? Does uncompressing needs too much time?
Well duh, everyone knows that, hence as I said - as one of the folks who has repeatedly shot folks down on the things UE5 wouldn't fix and the various reasons it's not something DTG would want to do, not least because of the short-mid term hit to profits from not having the back catalogue of content for it - I was simply pondering for once the possibilities of what the hypothetical UE5 actual sequel we won't be getting could actually bring to the table in that alternate universe when it comes to common flaws with the UE4 one we have.
Don't know. They haven't even explored the full potential of UE4 by the looks of it. More important is to improve the code and iron out the glaring issues.
Hi You have to live with it since dove tail doesnt care about stutters, and framerate, and now tsw 4 are gonna get a loading bar, seems that dovetail thinks its more urgent than fix the bugs.
Energy and thread for nothing sorry There is nothing to do to improve and the dev team seems to no care about the problem, after many many request from the players
Now, let's not be too hasty. For all we know, DTG have seen this and are working on a fix. Or they have seen this and aren't doing anything about it.
Unoptimized game. You'll hear all kinds of excuses for it, but basically you need to live with it if you're going to continue using this product.
They keep saying it's a UE issue as an excuse. (i.e. don't blame me, blame Epic and their engine!). While in fact all we need to do is point and look at their own work using the same engine in TSW2 to see how vastly better it runs. Typical DTG though. Deflect their own flaws and shortcomings and hope that people won't remember the recent past. Perhaps they thought when they released TSW3&4 that they had also programmed one of those mind erasing devices from Men In Black into the game? If so, that didn't work either