Train Simulator - Unreal Engine 5

Discussion in 'Off Topic' started by wellington, Dec 4, 2023.

  1. wellington

    wellington Guest

    [UE5] Japanese Train Simulator「走る列車」鉄道シミュレーター | Early Gameplay and NVIDIA DLSS Test


    [UE5] Dynamic Joint sound FX Test | Running Train Simulator


    [UE5] 走る列車カメラテスト RunningTrain-sim camera test


    Independent Developer


     
  2. Myron

    Myron Well-Known Member

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    okay? and?
     
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  3. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Sure, new engine, new gimmicks and eye candy, for those with the latest hardware,

    but it is a train driving game or a transportation simulation? TSW to me still is very much a game.
     
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  4. wellington

    wellington Guest

    Last edited by a moderator: Dec 4, 2023
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  5. Myron

    Myron Well-Known Member

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    well I gotta be honest I also want to make a train simulator, at some point hopefully getting better than TSW but I know nothing bout UE5 so I need to learn all of that first.
     
  6. wellington

    wellington Guest

    Nvidia DLSS
    Nvidia DLSS.jpg

    AMD FSR

    AMD FSR.jpg
     
  7. Myron

    Myron Well-Known Member

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    this still goes into off topic btw. it has nothing to do with train sim world
     
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  8. MYG92

    MYG92 Well-Known Member

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    Off topic + there’s already a thread about it
     
  9. Blacknred81

    Blacknred81 Well-Known Member

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  10. JetWash

    JetWash Well-Known Member

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    We can have that in UE4.26, it’s a simple plug-in. For whatever reason DTG seem hell bent on not implementing it in the game. Go figure.
     
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  11. wellington

    wellington Guest

    Yes, plugins are available for Unreal Engine 4 from both hardware manufacturers (AMD and Nvidia).
     
  12. Maik Goltz

    Maik Goltz Well-Known Member

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    The plugins are made for vanilla UE. Not for heavily customised engine versions. Pretty sure its more than just "install a plugin" to make it work. If it would be that easy they (DTG) would have done that already.
     
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  13. JetWash

    JetWash Well-Known Member

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    Would they? It took them 6 years to tick the volumetric fog box & we’re all using DX12 but it’s still not officially supported. No doubt it’ll be one of the selling points of TSW5 or 6, coming to you in Sept ‘24 or ‘25.
     
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  14. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It's not available for 4.26.1 - we need to upgrade to 4.27 to use the plugins.

    We tried with FSR 2.0 plugin and mostly got it working spannering it in to 4.26 and it presents inferior visuals and no real change on framerate within TSW on the small number of machines we tried it on.

    No joy with DLSS at all, that absolutely requires the 4.27 upgrade.

    Upgrading to 4.27 is about a 2-3 month job, for no other appreciable benefit to the game at all. Oh, and it'll knacker everything done with the public editor to-date, and mean a full re-download of all content.

    Struggling to see the benefit, sorry.

    We haven't written it off, but it's gone down on the priority list based on our initial investigations.

    Which was absolutely not as simple as "tick the volumetric fog box". "tick the box" resulted in a broken game that worked kinda but needed numerous fixes both in engine and in content, it broke lights, it broke the sky system, it broke numerous things. Took several weeks work to get it to the level you have right now with all the systems that are in the game interoperating with it nicely.

    *sigh* I despair sometimes.

    Matt.
     
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  15. JetWash

    JetWash Well-Known Member

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    So do we Matt. So do we. I was thinking exactly that today whilst driving through stations in the near dark and the lights weren’t on when we were promised that had been sorted out eons ago.

    FWIW the fog was 100% worth the effort.
     
    Last edited: Dec 4, 2023
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  16. JetWash

    JetWash Well-Known Member

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    Out of interest, which bit of this is incorrect, dated 2021?

    https://developer.nvidia.com/blog/nvidia-dlss-and-reflex-now-available-for-unreal-engine-4-26/

    Levelling up your games with the cutting-edge technologies found in the biggest blockbusters just got a lot simpler. As of today, Unreal Engine 4 (UE4) developers can now access DLSS as a plugin for Unreal Engine 4.26. Additionally, NVIDIA Reflex is now available as a feature in Unreal Engine. The NVIDIA RTX UE4 4.25 and 4.26 branches have also received updates.
     
  17. DTG Matt

    DTG Matt Executive Producer Staff Member

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    It's an old article that links to updated pages, click the links.

    First it takes you here:
    NVIDIA DLSS 3.5 in Code Plugins - UE Marketplace (unrealengine.com)

    Which says "unreal 5.3"

    Now follow the "external link" button and it takes you here:
    DLSS - Download and Get Started | NVIDIA Developer

    Which states
    upload_2023-12-4_18-3-10.png

    and
    upload_2023-12-4_18-3-34.png

    Or alternatively, on the originally linked page they have entirely custom versions of Unreal Engine 4.26 source code itself - though if you follow that link, thus far i've not actually found it land anywhere useful but admittedly i've only explored briefly simply because there is zero chance that we try and re-integrate all of our many core modifications (which quite substantially change the UE render pipeline and threading model) into an Nvidia specific UE rather than main generic for all graphics cards etc. Probably take us a good year or so to integrate to that, given it was 6-7 months to go from 4.16 to 4.23. (assuming they even have 4.26 on offer anymore on that repository).

    Matt.
     
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  18. JetWash

    JetWash Well-Known Member

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    So that would suggest the train has rather left the station as it were, and barring an engine version update we’re stuck with what we’ve got? That’s kinda depressing as an end user. Have DTG actually asked Nvidia if the 4.26.1 plug-in is still available? They can only say no and nothing has been lost if they do.

    What about official DX12 support? Is that still an aspiration?
     
  19. wellington

    wellington Guest

  20. JetWash

    JetWash Well-Known Member

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    ps

    I would have said the benefit of upgrading to 4.27 means that you can use DLSS/FSR and DX12. I’d have thought that spoke for itself. That in-turn buys you a tonne of performance headroom to start improving the visuals and adding things to the game. The alternative is surely that we stay where we are, on years old tech repeating the same thing over and over again and going round in circles.

    DX12, DLSS & FSR are hardly new. Pretty much every game released in the last few years utilise them (certainly every game I’ve bought has), so it’s a bit hard to accept that as far as TSW goes they all get chucked in the ‘too difficult’ box never to see the light of day. If the intention is never to update to UE5 then something has to give with UE4. We can’t be sat here in 5 years time playing the game on Ultra with crappy distant scenery (there was nothing so predictable that a fanfare was made about LIDAR for TSW4’s release then the first DTG DLC post launch and it’s nowhere to be seen), shadows drawing right in front of the player, trees morphing in front of you as their LOD changes, OHLE jittering like it’s just gone cold turkey, blurry and low detailed cascaded shadows etc.

    Surely there’s a masterplan somewhere that doesn’t involve ‘we shoehorned it in, tried it on a small number of machines then gave up on it’.
     
    Last edited: Dec 4, 2023
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  21. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    the problem/challenge is probably to shoehorn these new features into the console editions, which lag behind the powerful gaming PC's?
     
  22. JetWash

    JetWash Well-Known Member

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    Not the latest gen, no. Maybe the PS4 generation yes, but then…
     
  23. DTG Matt

    DTG Matt Executive Producer Staff Member

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    DX12 is already on our roadmap - you have DX12 already available now via command line and we're testing it more - the internal development builds now default to using it. We're seeing a few extra crashes coming through to investigate but on the whole it's fundamentally sound. No plans yet for when we can make the switch, but i'd say it's coming.

    You say that FSR / DLSS offer massive performance gains but thus far i'm not seeing it. Using FSR2 we literally saw no measurable increase in framerate, just a very obvious drop in visual quality (because it doesn't like screen space reflections *at all*, they become a horrendous pixelly mess). So to go to production with FSR we'd need to understand and fix that, but first i want to understand why we're seeing none of the performance benefit.

    The tree LOD problem is just a plain old art issue - and is on the list for our new Art Director to tackle.

    As I said, i've not given up on FSR - in fact i'll pass on the info on the post one or two above this one with other links and see if that helps the engineer that was working on this at all.

    Simple fact is that FSR/DLSS are not "tick box and magic FPS appears".

    We are exploring options to improve the track shadow rendering etc. There's tons of stuff going on in the background but there's no point me talking about any of it until it's clear it's going to make it into a build, so often we go down interesting looking paths only to find "this is great as long as you never have... [moving things/skies/reflections/water/etc]" which kills it.

    I'm not saying never. My point in this post was simply to say "its not just ticking a box, it's never just ticking a box, can we please stop with that condescending misinformation".

    Not gone anywhere near this with consoles yet.

    Matt.
     
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  24. JetWash

    JetWash Well-Known Member

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    Well, yeah, I’m basing my statement on every other game I’ve played that utilises the tech. I can’t speak for FSR, but certainly using DLSS where a game runs on DX12 becomes limited by GPU (as TSW does, just as MSFS does, RDR2 and so on) DLSS significantly reduces that load. In MSFS DLSS2 Quality setting takes me from my 3090 being completely maxed out to having a significant amount of headroom again which means I can turn the graphics up to 11. The visuals are also better as the AA solution is better. The shimmering that is present under TAA disappears with DLSS. It’s interesting that MSFS is able to use DLSS2.0 (compatible with UE4.26.1) and 3.0 depending on the hardware. Why not TSW?

    I hold my hands up and say I was being facetious when saying they were tick box options, and understood they would require more work than simply ticking a box. Many people seemed to think, however, that volumetric fog was developed by DTG for UE4 from the ground up which is patently not true. If the misinformation is to be stopped it works both ways, DTG seemed happy to let that particular myth propagate.

    I fundamentally disagree we the assertion that there’s no point in you talking about this stuff. Many of us are crying out for this, to know that things are happening in the background and development work is being done. To us right now it feels like a whole load of nothing is happening, it doesn’t hurt to say stuff is ongoing sometimes. Many people are just as / more excited by that than a lot of the other stuff that gets trailed. At least we know the game is going somewhere.

    As I mentioned before, if there is a masterplan then share it. Where will TSW be in 5 years time? If DTG want us to keep investing in the game we need to know it’s going to be worth it. It’s crushing to see the one step forwards two steps back repeated over and over again with Maintalbahn just being the latest example of this.

    FWIW, in case it hasn’t been spotted when shaders are compiling there is some crazy flickering of shadows under DX12 in TSW4, almost like someone is flicking a switch on and off. It is 100% caused by DX12 as it is not present in DX11. It does seem to disappear after a route has been played a couple of times. To that end, can we not have the option to run the shader compilation from the main menu, surely that is a better solution than having to hitch and jitter through a new route every time?
     
    Last edited: Dec 4, 2023
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  25. wellington

    wellington Guest

    I contacted Nvidia and they gave me the DLSS plugin for Unreal Engine 4.26, also named version 2.2.1.

    Plugin Nvidia DLSS 2

    dlss-2.2.1.jpg
     
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  26. JetWash

    JetWash Well-Known Member

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    Well there you go. As I said, worst case they say no and nothing has been lost. If they say yes (as they seem to have done) then it’s happy days.
     
    Last edited: Dec 4, 2023
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  27. DTG Matt

    DTG Matt Executive Producer Staff Member

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    I'll pass that his way too, and get him to do the same :)

    Pre-compilation of shaders in the menu is also on the todo list, we can't do that the way most games do it either - I don't fully understand the tech behind why, lots of TLA's and such, but regardless there is apparently *a* way to do it so should be solvable.

    But, I can give you a long list of things we are looking at or going to look at, without any indication of when it will come out - then i'll be accused of overhyping and lying, and, well - we've been here before. Until it's in a *release* plan, i'm keeping it quiet.

    Matt.
     
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  28. JetWash

    JetWash Well-Known Member

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    For what it’s worth, I don’t think you would. You’re always going to get people that over-hype everything, but most people are fairly level-headed and if it came with a large enough health warning then you’ve done your bit, you can’t control their reaction, that’s on them alone. I would say the accusations have maybe come in the past because the message has often been confused, contradictory and not clear enough. Forgive me but that hasn’t really improved, if anything it’s got worse.

    Please don’t give up on DLSS or FSR, I think if you look a bit more in to it you might be surprised.
     
    Last edited: Dec 4, 2023
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  29. wellington

    wellington Guest

    That was the idea behind creating this thread, it seems to have worked in parts, we will let them work on this priority AMD FSR and Nvidia DLSS since it is possible to have all the plugins for the Unreal Engine 4.26 version, yes this is possible.

    ;)
     
  30. driverwoods#1787

    driverwoods#1787 Well-Known Member

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    Impressive and if DTG goes UE 5 the route that will show it's power might be Innsbruck to Bludenz Arlbergbahn or Salzburg Villach via Spittal an der Drau Tauernbahn
     
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  31. Arpadiam

    Arpadiam Active Member

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    got the same answer for the past 7 years, they wont gonna implement it, they dont care
     
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  32. _Crash_

    _Crash_ Active Member

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    Keeping a eye on this, looks absolutely stellar
     

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