PC Tsw 5 Enhancement | Lighting & Graphic Ep V2.2

Discussion in 'TSW General Discussion' started by JetWash, Sep 14, 2024.

  1. LudicrousDsp

    LudicrousDsp Member

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  2. jackscrj#1807

    jackscrj#1807 New Member

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    Yes I am also wondering whether these .ini improvements are included or not.
     
  3. Alyx193

    Alyx193 Active Member

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    Hello, this mod made my game quite a lot better! Thank you. I just encountered two problems: one, it looks like there is fog in the distance, and manually setting fog in godmode to zero does not help. Two, the godmode Zoom seems to not function and I instead get the normal one. For reference I am running the high preset on all routes.
     
  4. robski

    robski Active Member

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    I added the settings from gelaxo in the main settings.ini file. I don't think it's in the mod since it is mostly route based, not game based.
    If you wanna know what I use, my ini settings are listed here:

    [SystemSettings]
    ts2.dbg.JourneyChapterLockOverride=1
    ts2.save.CheckpointsEnabled=0
    ts2.RewardMonitor.ShowLowImpactNotificationsAsFull=0
    TimeOfDaySystem.VolumetricCloud.GroundContribution=1
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    g.TimeToBlockOnRenderFence=0
    r.RHICmdBalanceParallelLists=1
    D3D12.MaximumFrameLatency=0
    s.IoDispatcherCacheSizeMB=2048
    s.IoDispatcherBufferMemoryMB=512
    s.IoDispatcherBufferSizeKB=32
    s.IoDispatcherDecompressionWorkerCount=5
    au.MaxConcurrentStreams=5
    au.DisableParallelSourceProcessing=0
    AudioCommand.FenceWaitTimeMs=0
    AudioThread.BatchAsyncBatchSize=10
    r.CreateShadersOnLoad=1
    fx.ForceCompileOnLoad=1
    niagara.CreateShadersOnLoad=1
    r.D3D.ForceDXC=1
    r.Shaders.FastMath=0
    D3D12.PSO.DriverOptimizedDiskCache=1
    r.ShaderPipelineCache.PreOptimizeEnabled=1
    r.ShaderPipelineCache.BatchTime=2
    r.ShaderPipelineCache.PrecompileBatchTime=2
    r.ShaderPipelineCache.BackgroundBatchTime=0
    r.ShaderPipelineCache.BatchSize=100
    r.ShaderPipelineCache.PrecompileBatchSize=100
    r.ShaderPipelineCache.BackgroundBatchSize=0
    gc.TimeBetweenPurgingPendingKillObjects=300
    gc.NumRetriesBeforeForcingGC=0
    gc.MinDesiredObjectsPerSubTask=25
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.AsyncLoadingUseFullTimeLimit=1
    s.AsyncLoadingTimeLimit=2
    s.PriorityAsyncLoadingExtraTime=1
    s.UnregisterComponentsTimeLimit=2
    s.LevelStreamingActorsUpdateTimeLimit=2
    s.PriorityLevelStreamingActorsUpdateExtraTime=1
    s.LevelStreamingComponentsUnregistrationGranularity=100
    s.LevelStreamingComponentsRegistrationGranularity=100
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=3
    r.Streaming.HLODStrategy=2
    r.Streaming.PoolSize=18432
    r.Streaming.MaxTempMemoryAllowed=12288
    r.Shadow.WholeSceneShadowCacheMb=4096
    D3D12.ZeroBufferSizeInMB=32
    au.Concurrency.MinVolumeScale=0.00001
    au.SoundDistanceOptimizationLength=0.5
    au.VirtualLoops.PerfDistance=500
    au.VirtualLoops.UpdateRate.Max=1
    au.VirtualLoops.UpdateRate.Min=0.5
     
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  5. janousekm03

    janousekm03 New Member

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    You need to enable the godmode zoom in the godmode settings. Just as you would change the route preset for this mod, hover your mouse at the top of your screen and instead of selecting the ini button, click the cogwheel button. The zoom setting should be one the first things listed in the menu that opens.
     
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  6. LudicrousDsp

    LudicrousDsp Member

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    Cheers. Looking at the dynamic.ini (first time using god mode) made it all make more sense to me. Ended up with something similar but tweaked down a bit for my 3080.
     
  7. PseudoStalker

    PseudoStalker Well-Known Member

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    What do I need to apply only the edited lighting itself(anti-overbright)?
     
  8. GuitarMan

    GuitarMan Well-Known Member

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    I think it may be the low setting (so God Mode and the low preset) - I'm sure some one will correct me if I'm wrong.
     
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  9. toms87

    toms87 Well-Known Member

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    Had the same problem with low settings.
     
  10. countcussy

    countcussy Well-Known Member

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    Thanks Jetwash.

    Managed to set this up tonight. Few changes from last time, as I now have a 4070 Super and 32GB ram. :cool:
    Did the same run that we started with a long time ago on ECML, c/w Fog and Clouds via god mode.
    2k Resolution, 100% screen, Ultra pre-set, and Ultra in game, (Except Sky on High). Averaged 60fps easily, with great visuals.
    That's without Lossless Scaling, as that's my next purchase. Then I will really push it.

    FYI, Did notice lots of square blocks in the sky, directly overhead. Seen other reports of this on the WMCLS thread, so I assume its a core issue, but thought I would mention it.
     
  11. Drewster

    Drewster Member

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    Thanks for this jetwash. Finally got it working to my liking. Changed the engine.ini distancescaling to 3 and use the LOW version with higher game settings and it still hickups now and then but runs 10x smoother
     
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  12. JetWash

    JetWash Well-Known Member

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    Interesting. This is on ECML? I haven’t seen it but it’s a proper PITA.

    Can you confirm it’s with the Ultra preset?
     
  13. countcussy

    countcussy Well-Known Member

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    Yes. I ran the High to begin with, and saw I had plenty of headroom, so changed it for the Ultra.
    Once I got up to speed, I went to external view, looked up and there was a rectangle in the sky. Later it changed to an L shape, then just a single square. Towards the end of the run, as the sun came up, they disappeared.

    Then did a Summer run with clear skies on BPO, no issues whatsoever.
     
  14. JetWash

    JetWash Well-Known Member

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    This is so bizarre. I’ve driven that preset loads in TSW4 on that route and it was absolutely fine. I’m away now so can’t see my PC. Could you tell me what the viewdistance and foliage lods are set to? Also, is the grass culldistance and grass refresh rate there on that route?
     
  15. countcussy

    countcussy Well-Known Member

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    I`m at work at the moment.
    Quite happy to see if I can replicate the run when I get home, and check the .ini lines.
    Will be after 6pm though.
     
  16. JetWash

    JetWash Well-Known Member

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    No rush! Thanks
     
  17. robski

    robski Active Member

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    Hi all,

    I've experimented a bit with lossless scaling yesterday to get more fps and lower the input latancy a bit to get just a little more fps and smoothness out of the program.

    If you don't mind a little distortion around UI objects (like stopping markers) when moving the camera around at speed, I recommend putting the "performance mode" on as shown in the image below. This results for me in around a 1 to 3 (real) fps more, so 2 to 6 fps with scaling *
    I find the visual loss negligible as it only shows a little UI distortion when moving the camera at speed.

    lossless 1.png

    The second setting can be used by everyone but I only recommend it for people with a G-SYNC capable monitor and Nvidia gpu.
    This setting disables the built in V-Sync in lossless scaling and will improve the input latancy and gives a small improvement to the fps. If you don't have G-SYNC, the screen will tear and it looks awfull IMO. That doesn't mean you can't try it to see if the loss in quality is exapteble to you.

    In the right colum under rendering set the "sync mode" to "OFF (allow tearing)"

    lossless 2.png

    * the results were tested on my hardware and your results may vary. I got around 64 to 65 (real) fps in the Frankfurt station without these settings and 69 to 70 (real) fps with these settings. The input latency feels a lot less to, resulting in a smoother experience.

    If you want to try these settings without losing your original settings from Jetwash I recommend clicking the new button at the buttom left of the screen, fill in a title and edit only that profile. If you experience problems or are not happy with the result you can simply delete the profile and have your original settings restored.

    My rig: RTX4070 Ti Super, 7700x, 6400 ddr5 ram and gaming on a 1080p monitor
     
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  18. countcussy

    countcussy Well-Known Member

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    Hmm. Cannot recreate. Just done the same run twice. No Blocks in the sky.
    I will keep an eye on it.

    Maybe first time shaders thing?
     
    Last edited: Sep 19, 2024
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  19. class71

    class71 Member

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    Yes. I ran the High to begin with, and saw I had plenty of headroom, so changed it for the Ultra.
    Once I got up to speed, I went to external view, looked up and there was a rectangle in the sky.

    I have the same rtx 4900 with ultra like L shaped squares in the sky
     
  20. countcussy

    countcussy Well-Known Member

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    Just pop these here..;)

    EMCL1.jpg EMCL4.jpg EMCL2.jpg EMCL3.jpg

    Another full run. No issues.
     
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  21. SpookieWookie

    SpookieWookie New Member

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    Try setting grass.CullDistanceScale=1

    I had trees in the sky in WCML in one area, but they were off in the distance a fair bit. It was somewhere between Watford and Milton Keynes to the east. Anyway, I set the above to 1 and it fixed it.
     
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  22. GuitarMan

    GuitarMan Well-Known Member

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    I'm thankful for you redoing this for TSW5 Jetwash - it makes the difference for me :) My laptop is starting to get a bit underspec for the top levels these days (it is almost 4 years old now).

    For peoples reference:
    Laptop - i7 9750H processor, 8GB Ram, GTX 1660 Ti.

    Settings - In game High, Jetwash mod - Medium. 1920x1080 100%

    I get a steady 30fps (pretty solid tbf) on routes without the lossless scaling - means 60 fps should be back in reach come payday when I can get that.
     
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  23. Hordriss

    Hordriss Active Member

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    My issue is the opposite. Runs on TSW5 ok (although I'm still getting microstutters anyway, I do think my PC is starting to struggle with TSW), but I can't get it to work on TSC at all. When I try, I lose the cursor completely and then Lossless Scaling just crashes.
     
  24. class71

    class71 Member

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    Many thanks that fixed it
     
  25. StenioBlackHawnk

    StenioBlackHawnk Active Member

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    Hey everyone, anyone know what is causing this low poly grass and trees, I don't know how to describe it lol, I already tried several ini like
    "r.ViewDistanceScale=1", "grass.CullDistanceScale=2" and "foliage.LODDistanceScale=3" with various values but got no lucky, I'm using the low version of the mod since I want only the lights change with minimal impact.

    Captura de tela 2024-09-14 124938.png
     
  26. solicitr

    solicitr Well-Known Member

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    JetWash Is it absolutely, positively necessary to run in DX 12? Because I've just learned that TSW5 will not run under DX12 if you only have 4 GB of VRAM. OOM crash, every time.
     
    Last edited: Sep 22, 2024
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  27. JetWash

    JetWash Well-Known Member

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    You’ll be pleased to know it isn’t. The game runs better using DX12 on higher end machines but by definition DX12 will use more VRAM. You can either run the ‘Low’ preset which contains only lighting changes and works fine with DX11, or remove the following lines from all the ini’s;

    r.D3D.ForceDXC=1
    r.Shaders.FastMath=0

    Hope that helps
     
    Last edited: Sep 22, 2024
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  28. JetWash

    JetWash Well-Known Member

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    That, unfortunately, is a really awful foliage LOD that DTG have used since TSW4. You need to be very careful with it as it appears that TSW5 deviating much from the values I’ve used can cause floating trees in the sky. I know, me neither.

    Ideally you need the numbers to match, so try ViewDistance=2 and foliage.LOD=2. If you’re using low for performance then ignore the grass cull command, it will not improve this problem. The other option is increase the quality of the foliage itself in the games settings. Thinking about it that would be my first port of call.

    HTH
     
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  29. OldVern

    OldVern Well-Known Member

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    One quick query. Does having the mod enabled reset any parameters you might have set up before starting a timetable run if you then save and load? I picked a twilight run on the DC line and for a bit of atmosphere on the TSW menu parameters set a very light fog. Once in game I didn’t touch the mod, other than the Low sav running passively. I had to save the game and exit but when I came back later the weather conditions I’d set up in the TSW Timetable menu had all reverted to default - no cloud, no fog.
     
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  30. JetWash

    JetWash Well-Known Member

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    That’s TSW sadly and the fallacies of the save game.

    I would suggest always setting fog (in fact, all weather) in GodMode anyway. Use anything from 0.002 to create a sense of atmosphere (particularly at night) to 0.009 for a heavier mist/fog. It looks really nice.

    You’ll soon get a feel for what looks good etc. and it makes having control over it much much easier.
     
    Last edited: Sep 22, 2024
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  31. OldVern

    OldVern Well-Known Member

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    Thanks Jetwash, figured it was a core issue but never really come across it before as I rarely run from pure timetable mode. Usually within Journey where the weather seems to be scripted on top and survives the save process. I will give 0.002 a try later on with a nice twilight run.
     
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  32. JetWash

    JetWash Well-Known Member

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    At dawn and dusk adding about 0.004 or 0.005 of fog absolutely transforms the visuals
     
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  33. Shaun123

    Shaun123 Well-Known Member

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    JetWash - you’ve done it again. This mod combined with lossless scaling is a literal game changer for TSW

    I have an RTX4070 so never had too many performance issues running on Ultra.

    But now this mod making everything visually so pleasing combined with the absolute buttery smoothness of using lossless scaling is incredible.

    Just done two WCML services, easily best performance I’ve had on TSW, it has always ran well in my opinion with my setup. However, the near absence of micro stuttering and smoothness was instantly noticeable.

    Well done and thank you for your hard work :)
     
    Last edited: Sep 22, 2024
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  34. JetWash

    JetWash Well-Known Member

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    You’re more than welcome, hearing tales like that makes it worth the effort. Thanks :)
     
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  35. Sharon E

    Sharon E Well-Known Member

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    So far, I have not played around with the setting via GodMode, but after your post above JetWash will have to modify what I see that way.
     
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  36. phil.elliott

    phil.elliott Well-Known Member

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    Now I'm home, got the game up-and-running and installed GodMode mod and added your lighting .sav - I've checked everything is in the right place, and GodMode is working fine, but I'm not seeing any routes other than San Bernadino in the GM drop-down when I click on the Dynamic ini button on the top right.

    What am I doing wrong?

    EDIT: I redownloaded the .sav and replaced the file I had originally, and it's working fine now! No idea what I did the first time around :D

    EDIT 2: Oh Good Lord that looks so much better now...
     
    Last edited: Sep 22, 2024
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  37. StenioBlackHawnk

    StenioBlackHawnk Active Member

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    Hi JW, thank you for your advice, but none of those mitigated the problem, for example foliage level to Ultra in game didn't helped, I noticed the Medium setting mitigate the problem, but the problem is I can't use since my GPU is a GTX 1650, do you know what ini setting can I use for mitigate the problem so I can use with low settings too. Thank you!!
     
  38. SJAY_ONE

    SJAY_ONE Active Member

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    2024-09-23_12-32-47.png Hi. Unfortunately, there is a haze on many routes that I can't turn off. Setting the fog parameter to 0 does not help.
     
    Last edited: Sep 23, 2024
  39. SJAY_ONE

    SJAY_ONE Active Member

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    Does using DX12 affect the CPU load? After installing the mod and switching to DX12, I began to experience sharp frame drops to 0, several times a minute. I use an RTX 4080S graphics card, but the processor is unfortunately. while the I5 8400. I think performance depends on it..
     
  40. JetWash

    JetWash Well-Known Member

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    DX12 lessons the load on the CPU significantly
     
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  41. Sharon E

    Sharon E Well-Known Member

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    JetWash, a question on setting weather parameters. With GodMode and your sav file loaded, do the sliders in game, once you set it to custom, control your settings or still control DTGs?
     
  42. JetWash

    JetWash Well-Known Member

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    Yes. You can control the weather on the fly with GodMode. If, for example, you set dynamic weather and it goes in a direction you wish it hadn’t you can override it with GodMode. It’s an incredibly powerful tool.
     
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  43. SpookieWookie

    SpookieWookie New Member

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    Hi Jetwash,
    I noted in a previous post that setting grass cull back to 1 removes the trees in the sky in a lot of cases. Not sure why it happens, but I had trees in the sky on WCML even with ViewDistance=1 and foliage.LOD=1. Turned out that grass.culldistance=2 was the culprit. I set it back to 1 and it was fine. It was only one area that I noticed, off to the east somewhere between Watford and MK (not very helpful I know!).
     
  44. amtraknick1993

    amtraknick1993 Well-Known Member

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    Life, work, and other engagements have kept me way from TSW for a bit and I’ve finally had a chance to run TSW5 with this mod and holy moly, TSW5 is easily the best version so far. A lot of complaints that were made have been addressed and while yes, there’s still a ways to go, we’re heading in the right direction. Couple that with this mod and it’s a totally different experience over TSW4. I can’t believe how smooth TSW5 runs. I get a steady, constant 60+ FPS basically everywhere. Even in areas where FPS used to drop due to things like shadows, it just doesn’t do it in TSW5. Not sure if that’s just the base game with better optimization, the mod, or a combination of both but this really is an amazing experience.

    For what it’s worth, I run all settings on Ultra and use your Ultra preset.
     
  45. JetWash

    JetWash Well-Known Member

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    The mod is better than it was I believe in that respect I believe (hope!). Lossless Scaling Frame Generation really helps too.

    SpookieWookie I believe I removed that command from all the ini’s, the only thing in there relating to draw distance was foliage dithered LOD, which eases the LOD transitions of the foliage. There was a mistake with the Medium pre-set where it had crept back in but I updated that a good while ago.

    Which pre-set are you using?
     
  46. countcussy

    countcussy Well-Known Member

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    More Feedback.

    Just bought and downloaded Lossless Scaling. Set it up as per the manual. WOW.
    2k Resolution, 200% screen, Ultra pre-set. Locked at 30fps. No scaling, 2X frame gen.

    Runs like an absolute dream. (4070 Super)

    Something else worth noting, I recently donated my 16gb ram to another build, and replaced it with 32gb.
    Afterburner reports a ram usage in the game of 15gb+, which is good and must be helping in some way.

    Thanks again JetWash. Now figuring out how to get this to work on my 48" OLED when using big picture mode.

    One more thing, and I have mentioned it before. On ECML, due to the Catenary poles, passing trees have a brief, vertical blind like effect as the poles pass in front of them. Like a ghost of the pole. Is everyone seeing that, or do I have an issue?
    The route is now so smooth, its even more noticeable.
     
  47. Es4t

    Es4t Well-Known Member

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    Yep, I get that too. Haven’t worked out why it happens or how to stop it just yet!
     
  48. pwilson79

    pwilson79 Well-Known Member

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    Just a hunch, but that sounds like a temporal anti-aliasing artifact to me.
     
  49. Es4t

    Es4t Well-Known Member

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    Ah ok, any ideas to sort it please?
     
  50. pwilson79

    pwilson79 Well-Known Member

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    There, I'm a bit out of my depth. I know it used to be either the "2" or "F2" button that would disable it in-game, but I have a feeling that might not work anymore.
     

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