Upcoming Release Frankfurt S-bahn: Coming Soon!

Discussion in 'Dovetail Live Article Discussion' started by dtg_jan, May 8, 2025.

  1. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    Well done. That will show them.
     
  2. Kamaratko

    Kamaratko Active Member

    Joined:
    Mar 12, 2024
    Messages:
    157
    Likes Received:
    242
    Easy skip on this route, and so I have all DE DLC’s already and was looking forward to this one - by having lot of variety thanks to all DLCs I already own. Preview stream showed that console version is missing all of the rolling stock layers.

    You really should optimize performance, AI traffic to not have any physics or anything, just objects hovering at predefined tracks to save memory resources.. wake up DTG.
     
    • Like Like x 2
  3. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    Obviously you DONT understand people are unhappy. Your posts convey this.
     
    • Like Like x 3
  4. OnlyMe1909

    OnlyMe1909 Well-Known Member

    Joined:
    Jan 26, 2019
    Messages:
    885
    Likes Received:
    1,248
    I understand that, with the complexity of the route itself, consoles will never get the same timetable as PC. So I'm ok with having less playable services. But difference is too substantial. I expected the nr of playable services a bit closer to what it is on pc. 40% less playable services is hard blow, but ok, I can live with that.
    What I have more difficulty with is the fact that all AI layers are scrapped for the consoles as well. After hearing this on the stream, I asked Matt to visit Frankfurt Hbf during rush hour when he was playing on his Xbox. He obliged, and as I feared, this resulted a massive difference in feel. It was 7:20 in game and where on PC the station is full of life with trains everywhere, on console it was crickets and thumbleweed. I think there were 3 trains in the station and that was all... Removing all AI layers has left this route absolutely desolate.
    There's no way I'll be paying full price for the route as it is right now... The difference in what you get between the two platform is just too staggeringly big to justify paying the same/full price.
     
    • Like Like x 9
  5. e.leerentveld

    e.leerentveld Well-Known Member

    Joined:
    Nov 13, 2021
    Messages:
    196
    Likes Received:
    397
    Of course we (PC players) do understand. We're consumers too, and occasionally we get the short end of the stick in other games, so we know how it feels.

    So, fair dinkum, what do you think would be a fair price for the console version of the route, keeping in mind that most of the development costs of a route go into the research of the track layout, building the assets and programming the safety systems and interlocks (which are all present in the console version too).

    As for others (not FallenAngel00me but for example Kamaratko just a few posts above this one) who keep going on about how unfair it is that the console version doesn't get the full time table (regardless of price) and think this is achievable by "optimisation":

    As Matt and others (including myself) have explained quite a bit in this topic alone, the limitations imposed on the console version of the route are primarily to do with those consoles' limitations in memory and CPU power. 8th and 9th gen consoles come equipped with quite capable GPUs for their price point, but the CPU in even the PS5 Pro is 6 year old technology, that has been deliberately slowed down to save costs on power consumption and heat dissipation necessities).

    You can't fault DTG for the hardware that others make. I get that console players would rather see the full timetable, but that's not feasible from a technology standpoint. There simply isn't enough RAM in either of the current consoles to hold all the trains needed for the expanded time table, not are there enough CPU cycles to handle all the AI routines needed to drive all those trains on the tracks at once.

    Simplifying models would still eat up cycles, and still wouldn't fit in RAM.

    The only thing I can see as a meet-me-in-the-middle solution, is that the route itself gets simplified on consoles. In the past, when TSW just came out, some track you could see as a player, wasn't drivable track at all - no trains could drive on it - it was just a texture there to raise the illusion of a yard.

    You could do that on Frankfurt Hbf, and have a static object version of several classes of trains sit on top of these dummy tracks. Those trains wouldn't be accessible to the player or AI passengers and can't drive (not even as AI traffic).

    This would at least give the illusion of a busy station.
     
    Last edited: May 14, 2025 at 9:13 AM
    • Like Like x 2
  6. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    Nah, I don’t buy the narrative that it’s the consoles fault. It’s the way the game is built that’s the issue. There’s tons of games that look amazing on consoles that have heavier loads than this.

    It feels like this is the latest in a line of narratives that’s aimed at taking responsibility away from the product.

    The routes used to be pretty good but this iteration and the additions they’ve put in have been cobbled together and now they’ve left themselves too much tech debt and so rather than peel back the layers (I mean it’s been months and months and months, sometimes years of issues) they are starting to chop bits out to cope.

    This game has got two years at best, left in it because no one is upgrading anytime soon to new consoles.
     
    • Like Like x 4
  7. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    I understand :D ... literally more than half of this thread is MIRED with post filled with discontent, even after Matt's comments which were pretty packed with information

    and based on your other comments after this one, you literally choose not to believe what Matt said, cos you know better :D

    *grabs popcorn and sits back* :D
     
    • Like Like x 2
  8. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    Matt is an employee of dovetail games. Do you not think statements are made all the time that skirt around truth? For goodness sake man I worked for a large global software company. We did it all the time. We would never be completely transparent on what is happening, it’s more than our jobs worth.

    He is not going to turn around and say for example that they haven’t done a good job optimising or that they spend resources elsewhere is he?

    Honestly some of you are totally green…
     
    • Like Like x 6
  9. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    They could deffo do with a few ux designers. The layers for example, is not user friendly. It’s not easy to understand what layers are what. Why can’t the layers just show what the unit is and what dlc it is simply?
     
    • Like Like x 3
  10. e.leerentveld

    e.leerentveld Well-Known Member

    Joined:
    Nov 13, 2021
    Messages:
    196
    Likes Received:
    397
    I do, but I'm an experienced developer. I know what it's like to balance the resources available to you at runtime (i.e., the hardware that the customer will use to run my application) against the demands of the task at hand.

    Quite a few games out there do handle traffic in a convincing way, but that's traffic that runs more like an animation, not AI. That traffic has a simple goal: run circles along a predefined path, only stop when traffic in front of you stops or if the traffic light is red, and flee onto the curb if certain variables are met (car is being shot at, player comes crashing down the traffic jam with a tank... etc.).

    Ever noticed how cars simply slam into you or each other in GTA V and Cyberpunk 2077 if conditions are different to what they've been programmed with? With "AI" cars causing complete traffic jams?

    And perhaps most convincingly (if you're open to it): those games I mention feature:
    a: relatively simple models (one train in TSW equals about 20 cars in GTA V or CP2077)
    b: a lot more dense traffic in the PC versions of those games compared to the console versions (just like TSW does in the route we're discussing here).

    Personally, I think the backlash DTG is getting from this route (and if that translates to less sales of the route on consoles) will mean that we won't be getting more routes of this scale anytime soon.

    But hey, if that means more Dutch routes - I'm all for it. ;)

    [/QUOTE]

    The demise of TSW (and TSC before it) has been prophesied quite a few times before.
     
    • Like Like x 2
  11. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,370
    Likes Received:
    19,071
    On the topic of other games, much bigger games, achieving great things - all i'll say is that they're doing different things in different ways using different constraints. TSW has to manage the location of hundreds of rail vehicles in real time because where a train is and what it's doing 100 miles away *does* matter. Car games it doesnt. As you drive along, the car that you see going in the other direction was spawned moments ago and it will be gone once it's out of range too, nothing needed to be tracked on it at all. Same for all those people.

    Those traffic lights? Basic stuff just like the real ones, cycling their sequence and cars reacting to specifically what they can see when and only when they are in range of the player. I would hazard zero of the map outside of the player surroundings is loaded, managed or tracked beyond what is needed for distant objective locations and a mini map, which is really basically nothing.

    We need to manage the states of all the signals on the entire network at all times, manage the flow of trains, the positions of vehicles, which must follow track and can't just magic themselves into and out of existence. Sure, you could just have it so that as you drive down a line, you see "trains in the other direction" but that falls apart on a railway when you have junctions and terminus stations because then you're back to needing to track it much more closely.

    All I'm saying is - not all games are alike, and comparing different types of games isn't actually going to yield the answers you are seeking.

    Now...

    We absolutely could have done better on the optimisation. Nobody has gone at this with a slack attitude and we have always spent time considering memory optimal ways to do things, but now that things are being looked into we're seeing things that could have been spotted earlier. We're learning that there's untracked memory in unreal - we've been using the built in memory tracking tools and it's not shown the issues. During our testing of SBahn, we actually had the memory tracking tools showing as much as 3-4 gig of memory spare and yet it was still crashing out of memory. We think this is where the untracked memory has been hitting things.

    They have the most basic physics, they still need to follow the track but it's super trivial logic. They dont run simulation physics. But they do need to be tracked, all the vehicles need to be spaced apart correctly throughout whatever the train is doing in its journey, including couplign and uncoupling operations, or managing up a steep hill with a heavy train. And honestly - physics doesnt consume memory, that's much more of an impact on framerate. We also optimise out so that none of the visuals or audio for vehicles are loaded until you're near them too, and unload once they're gone. The game is doing a lot to try and mitigate the challenges of managing thousands of services running in real time. I appreciate that doesn't change the fact that it's struggling to run this route on the consoles, but I do feel that I need to correct assertions that the game doesnt even have basic optimisations, a huge amount of time has been spent to get this far.

    And as noted, work continues.

    We've got a change being explored at the moment to adjust how far it loads terrain tiles in the distance - some routes need the longer distance, most actually don't, and its quite expensive. So we're looking at what the options are there which will keep the visuals good, but not load things that you can't really see. Potential for decent savings there on some routes, but, need to make sure the visuals are preserved for this to be valid.

    Matt.
     
    • Like Like x 16
    • Helpful Helpful x 5
  12. Princess Entrapta

    Princess Entrapta Well-Known Member

    Joined:
    Jul 23, 2021
    Messages:
    2,761
    Likes Received:
    3,528
    I mean, you don't need to look far - when it comes to Unreal Engine 4, virtually every game has always had worse performance on PC than on consoles, because on PC that entire generation had to put up with shader compilation stutter that wasn't present on the console versions of most games due to the shaders being precompiled as standard for the fixed hardware platform.
     
    • Like Like x 1
  13. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    dude, I am not stupid... I just dont jump into assumptions... and just because I work/worked somewhere, I dont make assumptions about other companies, even in similar field

    to me it sounds like whatever Matt says here, however detailed and reasonable, you will just go on as if nothing was said because you know everything better, apparently

    so to reiterate, I am neither stupid nor naive, I just dont assume things without actual proof or sound reasoning... I know things are said in a certain way, but I dont go jumping into conclusions like everything is complete BS
     
    • Like Like x 1
  14. smugstarlord#4202

    smugstarlord#4202 Well-Known Member

    Joined:
    Jun 24, 2021
    Messages:
    834
    Likes Received:
    1,401
    [EDIT - Jan - Insensitive] Not alot he can do i guess but would love one of the higher ups to stop hiding away and actually interact and get involved here on the forums. Being brought by this French company a year or 2 ago was the start of the downfall
     
    Last edited by a moderator: May 14, 2025 at 1:59 PM
    • Like Like x 1
  15. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    The demise of TSW (and TSC before it) has been prophesied quite a few times before.[/QUOTE]
    heh recently I was looking for some info on some bug or some other piece of info and came across a thread from 2021 which was almost carbon copy... and it was sth like alerter not working or sth like that... and a couple comments there were like spelling apocalypse for TSW :D
     
  16. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    The demise of TSW (and TSC before it) has been prophesied quite a few times before.[/QUOTE]

    You can’t be worried about things like this. There’s lots of people who blindly support because the alternative is nothing, but what good is that if there’s no quality?

    Im not doubting what you are saying, but this game is in no way optimised for consoles, you can absolutely tell by way of its progression over the years and the stumbling blocks it hits
    Matt I appreciate you taking the time out to respond. I don’t think anyone questions desire or effort you clearly have passion for the subject matter. What you can’t control is the business, how it operates and resources.

    I feel that’s where the issues lie, as it’s usually 99 percent of any business that’s want get maximum profit from less cost.
     
  17. addry#6825

    addry#6825 Well-Known Member

    Joined:
    Jan 22, 2023
    Messages:
    664
    Likes Received:
    1,573
    You ain’t getting that proof that’s the point. You are taking things on face value which can’t be trusted.
     
  18. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    oh come on guys, you act as if it was some Illuminati type of shenanigans going on here with big-DTG relentlessly going after your souls :D
     
    Last edited by a moderator: May 14, 2025 at 2:00 PM
  19. hypospray

    hypospray Well-Known Member

    Joined:
    Aug 3, 2020
    Messages:
    188
    Likes Received:
    277
    TSW on Console ( any of them ) is actually a waste of money from this point on.
    All you get is either a blurry mess, or a cut down experience but for the same price tag.
     
    • Like Like x 2
  20. erg73

    erg73 Well-Known Member

    Joined:
    Apr 5, 2020
    Messages:
    964
    Likes Received:
    3,321
    I'm sure they still have a lot to discover in terms of memory usage and optimisation. For example, I have never understood why on the route from Frankfurt to Fulda, 90% of the crashes on my ps5 have occurred in the Hanau area, which in theory should be much less demanding on memory than in the Frankfurt Hbf area as there is less traffic, fewer different types of trains coinciding at the same time, fewer scenery assets, less signalling, etc. I don't understand these things, but it seems very strange to me.

    Please Matt, don't stop researching and working on all this. I think it is the biggest challenge you are facing right now because the direction of TSW depends on it.
    If you don't succeed, the gap and inequalities between consoles and PC will become bigger and bigger and you might not be able to develop more demanding and complex routes in the future, which would limit a lot the possibilities and survival of this game we all love.
     
    • Like Like x 5
  21. smugstarlord#4202

    smugstarlord#4202 Well-Known Member

    Joined:
    Jun 24, 2021
    Messages:
    834
    Likes Received:
    1,401
    No, just how "business" works these days. But yeah, go OTT with the response. Lulz
     
  22. Es4t

    Es4t Well-Known Member

    Joined:
    Jul 21, 2021
    Messages:
    578
    Likes Received:
    1,092
    Your statement about Matt is very harsh in my opinion. At the very least he’s on here trying to explain the whats and why’s of why console players are only getting a reduced timetable.
     
    Last edited by a moderator: May 14, 2025 at 2:00 PM
    • Like Like x 5
  23. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,370
    Likes Received:
    19,071
    So one thing that we've been finding is that some of the unloading isn't happening when we might expect. To some extent, Unreal uses a technique called Lazy unloading anyway - because hey, if the memory isnt needed, why unload something you might want back later? But - we're seeing that this might not be working quite how it should be for some reason in all cases. So a journey from Fulda to Hanau is going to gradually build up memory across the journey. Frankfurt to Hanau likewise but with the monster kick at the start from the Frankfurt tiles. The same happens where people have experienced crashes driving from Chemnitz to Dresden, crashing near Dresden - where just spawning in at that time works fine, so the problem is clearly not simply what's in those tiles at that time, it's build up over time and possibly things not being unloaded. Same driving from Brighton to Victoria.

    This is another thread under investigation and may well not yield fruit, but, certainly something to pull on here and explore, and would explain some of the crashes in less heavy areas after driving for a bit.

    Matt.
     
    • Like Like x 8
    • Helpful Helpful x 7
  24. vendys#6021

    vendys#6021 Well-Known Member

    Joined:
    Apr 16, 2024
    Messages:
    738
    Likes Received:
    302
    In other words, he doesn't keep saving it to memory, and leaves it there when he doesn't need it?
     
  25. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,370
    Likes Received:
    19,071
    Imagine you have a backpack that can hold ten things. Let's ignore weight and comfort in this analogy.

    As you walk along doing things, you need to pick up tools. First you need a spanner. Once you're done with the spanner you could put it back down and free up the space in your back pack. But, you have 9 slots free so - just leave it there.

    Now you need a screwdriver, so you've got two in the back pack.

    At some point, you have ten things and need to pick something else up. If you cannot put anything down because now you need to have 11 things - you will "crash to desktop". But, probably there are things there you havent used in a while and dont need right now - so you just put one of those down, and that frees up the space, yay.

    Alternatively, you always put things down that are not needed the instant they are not needed.

    The problem there is - pick up spanner, put down spanner, pick up spanner, put down spanner - lots of memory churn, extra processing required. It's super efficient on memory, but really inefficient in many other areas.

    Lazy unloading is pretty standard technique used in software engineering (ignore the negative connotations of "lazy" it just means "dont do it unless you need to").

    Where lazy unloading can run into problems is because there's no longer that explicit process of ejecting things from memory, you can end up with references to things - so where you might have expected somethign to no longer be used and ejected at the moment you hit the memory threshold, it doesnt. In my experience doing software engineering, that's usually one of the most common causes of stuff hanging around.

    Matt.
     
    • Helpful Helpful x 8
    • Like Like x 2
  26. Princess Entrapta

    Princess Entrapta Well-Known Member

    Joined:
    Jul 23, 2021
    Messages:
    2,761
    Likes Received:
    3,528
    There's a fair bit of bashing of Matt and of DTG in a few threads right now, not just this one, but I think one fairly undeserved bit right here is over the idea of them not giving a damn about console versions, clearly that's one place where both the folks who care about the actual output of their work, and the money people in the top brass are 100% in alignment, that they want an end product on consoles that's not going to continually haemorrhage players. Maybe you personally disagree on the specific choices of compromises they're making in trying to accomplish that, and that's valid, but at the end of the day, it's about making something that sells. Yes, on the one hand that can be seen by short termist financial folks as "minimum viable product", but the folks working on it who'd be liable to be the ones laid off if the higher ups pulled the plug, they know that it's important to deliver something people actually think is worth it.
     
    • Like Like x 6
  27. drnicktgm#1259

    drnicktgm#1259 Well-Known Member

    Joined:
    Dec 17, 2020
    Messages:
    1,151
    Likes Received:
    1,502
    Hi Matt,

    Speaking of spawning a train into the timetable, like an ICE 1 or a cargo train, will the game still run fine, or should we expect crashes?
     
  28. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    there you go

    :D
     
  29. DB628

    DB628 Well-Known Member

    Joined:
    Jun 10, 2019
    Messages:
    2,200
    Likes Received:
    3,155
    Would it be possible to leave Unreal Engine and creating/finding another Version with is working better like MFS 2024 or a Open World Racing Game Like Forza Horizon or The Crew Motorfest?
     
  30. zardinis#1045

    zardinis#1045 New Member

    Joined:
    Feb 24, 2024
    Messages:
    14
    Likes Received:
    23
    As a console player, first impression and feelings were, yeah I am very disappointed. However, after yesterday's preview stream, yeah the stations look a bit empty okay is not the best but the overall route looks nice, I like it at least. And also I get the explanations from Matt and it makes more sense to me now. Only thing that I really find annoying is that there are no IC services on the route. (I read the explanation from Matt so I get it too, just like the 101 a lot) But overall after yesterday I must say it is a good route I personally like it.
     
  31. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,370
    Likes Received:
    19,071
    It'd *probably* be fine, we enough under the limits now that there should be room for one-off spawns that you can free roam and path how you want. But if you go filling frankfurt hbf with lots of variety you should expect challenges :)
     
    • Like Like x 1
    • Helpful Helpful x 1
  32. drnicktgm#1259

    drnicktgm#1259 Well-Known Member

    Joined:
    Dec 17, 2020
    Messages:
    1,151
    Likes Received:
    1,502
    I don't understand the discussion. You say that 40% less traffic means the route should be cheaper; that doesn't make sense. When buying a route, other DLCs don't affect the price, as the price includes the route and the included trains. Anything else is extra. The same applies to RRO, where the BR 422 and 185 are included, but other DLCs are not. That's why we get from the route for what we pay for.
     
  33. drnicktgm#1259

    drnicktgm#1259 Well-Known Member

    Joined:
    Dec 17, 2020
    Messages:
    1,151
    Likes Received:
    1,502
    Thanks!
     
  34. richtayls

    richtayls Well-Known Member

    Joined:
    Sep 2, 2022
    Messages:
    788
    Likes Received:
    1,568
    Is the extra 6GB memory in the Series X and PS5 just used for more detailed textures? I would have assumed it would also allow larger timetables etc. than the Series S.
     
  35. smugstarlord#4202

    smugstarlord#4202 Well-Known Member

    Joined:
    Jun 24, 2021
    Messages:
    834
    Likes Received:
    1,401
    [EDIT - Jan - Quarrelsome]
     
    Last edited by a moderator: May 14, 2025 at 2:29 PM
    • Like Like x 1
  36. smugstarlord#4202

    smugstarlord#4202 Well-Known Member

    Joined:
    Jun 24, 2021
    Messages:
    834
    Likes Received:
    1,401
    No it's not. Of course he's told what to say and do by his boss or the board and so on ;D
     
  37. FredElliott

    FredElliott Well-Known Member

    Joined:
    Feb 12, 2022
    Messages:
    1,514
    Likes Received:
    2,920
    The floor is my bowl
     
  38. FredElliott

    FredElliott Well-Known Member

    Joined:
    Feb 12, 2022
    Messages:
    1,514
    Likes Received:
    2,920
    While this may be an obvious suggestion, what about completely purging from RAM the tile that has been left but one? I'd guesstimate that 90% of player services are one way, and there should be no need to keep the previous tile but one, perhaps two on a staraight line route, in memory as it will never be referred to again in that session except in exceptional circumstances like someone arsing around and reversing the train back 2 stations
     
  39. vendys#6021

    vendys#6021 Well-Known Member

    Joined:
    Apr 16, 2024
    Messages:
    738
    Likes Received:
    302
    I still think, but it's my subjective opinion, that you should have left both timetables, but you should have said that only Reduced guarantees trouble-free operation...... but that's just how I would understand it, so don't stone me for it :)
     
  40. vendys#6021

    vendys#6021 Well-Known Member

    Joined:
    Apr 16, 2024
    Messages:
    738
    Likes Received:
    302
    And what happens if you get to Frankfurt, for example, and cross to the other end and take the next service back? I know that almost no one operates it, but why not, is that an option? Will it then load in the opposite direction?
     
  41. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    [EDIT - Jan - Quarrelsome]
     
    Last edited by a moderator: May 14, 2025 at 2:29 PM
  42. Disintegration7

    Disintegration7 Well-Known Member

    Joined:
    Mar 14, 2018
    Messages:
    2,273
    Likes Received:
    5,263
    But the customer ultimately decides what the "minimum viable product" is and right now a BUNCH of customers are saying this product (at least on consoles) at this price isn't meeting that standard.

    It doesn't matter whether Matt's a nice guy (which seems obviously true), or that i'm an a-hole (also obviously true).

    I'll just say only DTG decided that this route has to come out next week and not next month or next year. Why not delay until it's ready for all platforms?

    Because it never will be. It seems clear they bit off more than they can chew for various reasons.

    The only solution seems to be a significant discount for the console version. 40% fewer services calls for a 40% discount but there is a new train, so maybe 25% would be fair?
     
    • Like Like x 1
  43. richtayls

    richtayls Well-Known Member

    Joined:
    Sep 2, 2022
    Messages:
    788
    Likes Received:
    1,568
    Can we leave the funny images to Fred?, at least his make sense.
     
    Last edited by a moderator: May 14, 2025 at 2:30 PM
  44. dtg_jan

    dtg_jan Community Manager Staff Member

    Joined:
    Apr 17, 2023
    Messages:
    771
    Likes Received:
    3,043
    Hey folks,

    just a reminder to keep the discussion on topic and civil. Insults or inappropriate comments towards staff or other users are not welcome here and will be removed.
    Remember, all viewpoints are welcome, but please keep it respectful. Thank you.

    All the best,
    Jan
     
    • Like Like x 9
  45. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    [​IMG]
     
  46. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    ah well, that dad joke didnt sit well here, it seems O:) ... anyway, I will buy the route cos it's German content and there is never enough beeping inferno to me :D
     
  47. razmatus#2517

    razmatus#2517 Well-Known Member

    Joined:
    Feb 17, 2022
    Messages:
    3,248
    Likes Received:
    2,231
    got annoyed and ultimately carried away, so my bad :) looking forward to the route, of course, as I love expanding my German collection :)
     
  48. acro

    acro Well-Known Member

    Joined:
    May 2, 2018
    Messages:
    88
    Likes Received:
    266
    This is, yet again, an incredibly bizarre thread. I don't think anyone here, including the DTG reps, are saying that the state of timetable on consoles is great. It is however, what you get currently.

    The amount of people who keep using the word optimisation as if it is some magic bullet is staggering. A news flash for you all, this is a form of optimisation. Removing the excess so that the software can perform better. It not ideal, but it is one of the most immediate remedies while more complex things are looked into. Something a lot of people don’t seem to realise is that simulators have always been pretty poor when it comes to performance. This is not to say that things cannot get better, there are always optimisations that can be made, it’s just that at some point you will run into an upper limit and when dealing with complex calculations for things like physics, that limit is gonna become apparent much sooner. In order to mitigate it, you have to sacrifice some of the more prominent parts of the experience.

    For those who are constantly comparing this to other games, you have to understand that it is quite literally in the name of the game. “Simulator”. This means that a great deal more has to be calculated and accurately executed. Things need to behave in a very specific and reproducible manner. Unlike a game such as GTA 5, where cars and pedestrians can load in 20 meters ahead of you with some basic parameters and a spline to follow, the entire route has to be accurately run at all times, as Matt said. Within this, I’m sure there are further things that could be optimised but, the fundamental task is always going to be more resource intensive than it is in traditional games. In any game, whether it be Train Sim World and OMSI 2 or Grand Theft Auto 5 and Cyberpunk 2077, one of the first big optimisations you can do is limit the diversity and amount of AI in a scene. An unfortunate consequence of this in TSW, is that the “scene” in this case is the timetable itself. You cannot just unload the models and call it a day, the actual AI needs to be removed from the timetable in order to gain overall improvements.

    I think there is also an optics issue at play here. While there are objectively barren areas such as Frankfurt Hauptbahnhof, the rest of the route felt reasonably populated to me. If it wasn’t for the fact that Hauptbahnhof is such an incredibly busy station with a diverse range of trains and that the timetable itself is named “reduced”, I really do think most people would not be complaining. As someone who has been playing TSW since day 1 and TSC before that, I’m used to stations and routes being somewhat empty by default. Up until relatively recently, most TSW UK routes had plenty of empty main stations, New Street and Piccadilly anyone? It is a bit LOVE, but first and foremost, I am there to drive my train. The population of AI that runs out of bounds is secondary to that. I do genuinely think that if the Full timetable was renamed to something like “PC Enhanced” a lot of you wouldn’t care as much.

    Console players are not being treated like second class citizens as some of you seem to be making out, you are just unfortunately going to limited by the tech. Being blunt for a second, Gen 8 support really should go across the board. This isn’t some PC elitist take, it’s just being realistic. These machines are now over a decade old and do not have the capacity to be running complex physics simulations. I don’t think any console generation has had this much continued support and it’s really being stretched to the max. Gen 9 is of course much better but, it is still going to be less responsive when the fundamental tech inside is around 5 years old now. If I was still running on my GTX 1070 and 4th Gen i5, I wouldn’t be demanding that the product be cheaper because I’m unable to run the full experience, I’d either run the full timetable and crash a lot (something that console companies will reasonably not allow) or I’d compromise and run the less intensive timetable. There is of course something to be said for DLC pricing in general, but that’s a separate issue.

    I don’t think it’s unreasonable to be dissatisfied with what is on offer, I do however think that you need to look at why this is what’s available. TSW is one of the few simulator games that has a console version and there is a reason for that. I’d still take a slightly less rounded product than no product at all and if you ultimately disagree then just don't buy it, there's no need to go round and round in circles after you've made your point.
     
    • Like Like x 4
    • Helpful Helpful x 4
  49. dbfan#9235

    dbfan#9235 New Member

    Joined:
    Monday
    Messages:
    4
    Likes Received:
    3
    If I install TSW on the PC via the Xbox app, can I run the full timetable?
     
  50. DTG Matt

    DTG Matt Executive Producer Staff Member

    Joined:
    Nov 17, 2016
    Messages:
    3,370
    Likes Received:
    19,071
    Memory is a complex topic, you can't really just purge ram - you need to make sure it's all unpicked without any hanging references (those cause crashes) but yes, improving the unload is an area being looked at. So in a roundabout way, kinda yes what you're saying, but the tough road not the easy one :)

    The full timetable is a gauranteed no service ever completes on console currently. Didn't feel like much fun.

    Matt.
     
    • Like Like x 3

Share This Page