The Problem From Frankfurt

Discussion in 'TSW General Discussion' started by dnv3, Oct 18, 2024.

  1. dnv3

    dnv3 Well-Known Member

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    Actually I wanted to withdraw, but I don't want this topic to be raised either I have now managed to finish one last project and that's what I call, ;why the performance is bad)

    After a little longer work and a lot of effort, I have now found out. From Fulda Orientation. Kassel, objects up to mileage 203.4 are available. In the direction of Würzburg it is until 256.0 everything is removed yes I am aware that the route is based on the high-speed line Kassel Würzburg. But it can't be that you forget to delete so many ASSETS. So much forest so much track for nothing. the pictures I make available here are just a top that I have created at the bottom of a thing where some other pictures of the route can be seen (It does not show the entire route, but only fragments, because photographing the entire route would eat my memory)

    And now to the main problem. I don't understand why you didn't remove all unnecessary parts beforehand. It is not possible to complain about performance, although they apparently know internally that the route is still largely developed to Kassel and Würzburg

    Before I ask some questions, yes the objects have all collision./There are so many objects outside the playable area that it looks beautiful, but also massively unnecessary.
    DTG Alex DTG JD DTG

    https://drive.google.com/drive/folders/1-8EXYJ_3hJIL-Z3lKLhYETbstDSpUw3U
    IMG_5929.jpeg IMG_5926.jpeg IMG_5938.jpeg IMG_5936.jpeg IMG_5929.jpeg
     
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  2. dnv3

    dnv3 Well-Known Member

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    (Apart from this topic, I would like to thank the community for the words and in the last hub. Even if I technically won't be able to respond to it at the moment. Nevertheless, I read everything through and personally took it to heart)
     
  3. TKessel

    TKessel Well-Known Member

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    I always read performance because of unused route parts in the last weeks. This has no effect, as the tiles are loaded in indivdually (the famous stuttering in TSW). So only the tiles which are needed (can be seen) currently are loaded into the game. What you found there will never find its way to the VRAM of the PC or Console until you are where you placed the camera.
     
  4. heliq

    heliq Active Member

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    Then what stopped them from building a route to Fulda based on Kassel? I don't understand, they could have released a big, beautiful route! With 4 major stations, the idea is literally right there, and yet they avoided it =(
     
  5. dnv3

    dnv3 Well-Known Member

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    That's right, individual tiles are always loaded, but at the beginning, before you can enter the map, the entire map is loaded and then, depending on the direction of travel, depending on the setting, 2-3 km must be loaded roughly where these sections are
     
  6. dnv3

    dnv3 Well-Known Member

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    Well from Kassel to Würzburg to Frankfurt
     
  7. noir

    noir Well-Known Member

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    The screenshots without scenery make me feel like they removed in bulk the terrain and all assets linked to it (tracks for example), but forgot to remove the assets that were not linked directly to it (for being linked to something else or just floating in the world). I can easily imagine that this is no longer an easy task to do en masse without affecting the playable parts as well.

    This should not be too big a problem, as the tiles are not loaded when needed and all of these assets are used elsewhere as well, so they are packed in anyways. Realistically this probably just increases the textual asset databases which are really small and not affecting memory a lot, but it will slow down computation, as each new asset to be loaded has to be found in the database and the search is going through thousands of additional records for no reason. It's a bad practice, but performance impact is probably like 1-3 % at most.
     
  8. dnv3

    dnv3 Well-Known Member

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    Yes, they simply built Frankfurt Fulda on the basis of Schnellstrecke Kassel Würzburg is understandable if you hardly have time but also bad, because it just eats this one to 3% performance. Because at the beginning the whole card is always loaded and then it is just under scaled on a small area where the player is was already extremely strong. Unfortunately, I think the performance works, because the problem is I think that 2-3 km are charged per tile And there is just the problem that then too much is charged
    And yes, in the direction of Kassel there are many of the free floating aastes, which looks funny, but also interesting even the signals work there
     
  9. Maik Goltz

    Maik Goltz Well-Known Member

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    Sorry, but that is nonsense. Only tiles that are in the range of the set area around the player get loaded/streamed in at the start of a session. The only thing that is always loaded is the persistent base map. No asset of those extra route parts sits on that map. Not even tracks or signals. The persistent map contains main elements like the ToD system what is always present and would not survive tile streaming. And on top of that, not visible things are not rendered (some are even not loaded at all) and don't cost any performance.

    Even if you have a 5000km extra route in the pack, it doesn't matter much in terms of assets placed on those extra tiles. Of course, the logical track layout (track and signal database if you like) is always persistent in memory as it needs to containing all the train movements and dispatcher information. That's not a huge amount with these few extra tiles on this route. A 5000km extra would maybe impact a bit. What really matters, if all that extra route is completely scattered with new assets that are not used anywhere else, is disk space used.
     
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  10. dnv3

    dnv3 Well-Known Member

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    Then I remembered it wrong.

    Thanks for the improvement in any case and I still find it so nonsensical that you have such a wide area that you can't enter as a normal player anyway
     
  11. trainsimplayer

    trainsimplayer Well-Known Member

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    They'll have most likely just copied over KWG (undoing the baking process), for the sake of not remaking Fulda again - and then building front there, before cutting what isn't needed.

    There tends to be a bit left in near the terminus so that distant scenery isn't redone - albeit not as much as here.

    FFA also has a bunch of track left unused, mainly the alternative line from Frankfurt to Hanau.

    That would involve re-selling an existing route (KWG) and that would go down horribly.

    Besides, there aren't any direct trains from Würzburg to Frankfurt (via Fulda), so all it is are the services from Kassel to Fulda and then Fulda to Frankfurt, which are already doable. See here:
    https://forums.dovetailgames.com/posts/904330/
     
  12. dnv3

    dnv3 Well-Known Member

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    Wait
    There is an alternative route to Hanau from Frankfurt that I have to check :D

    And I don't think it's bad I have to say yes you can build over old tracks but then you should also remove the unnecessary parts
     
  13. Swisstrains

    Swisstrains Well-Known Member

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    I think the real reason is that it would take a lot more testing and some rebuilding than „just“ to Frankfurt. Yes, it would be nice- but it would be more expensive and would take longer.
     

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