Running Train Sim

Discussion in 'Off Topic' started by Jasonic, Apr 18, 2026.

  1. Dinosbacsi

    Dinosbacsi Well-Known Member

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    Lol no, R* didn't scale back on the physics to allow for better graphics. Graphics and physics don't have much in common anyway - one will be mostly CPU and the other will be mostly GPU. They scaled back on realistic physics because it got in the way of fun for many players.

    Nope. That's the point you completely seem to miss. TSW is filled with badly made, unoptimized assets. They look bad and cause bad performance. Many of these are known, confirmed examples. It's not a performance vs graphics problem. It's simply a quality problem. TSW could be much better both visually and performance wise if proper care would be taken when creating assets.
     
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  2. Princess Entrapta

    Princess Entrapta Well-Known Member

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    They scaled it back to allow for far more interactive objects, including pedestrians to be rendered at once within a scene. They've openly said that. It was to have more density of stuff going on to make the game look more realistic in other ways while reducing the realism in ways people would notice less. Players ADORED the more detailed physics not just because of the realistic parts of it, but also because of the ways the system could be broken to allow for emergent gameplay. GTAIV's multiplayer was constantly full of people having competitions, for example, for how far across the map you could launch your car, Skyrim Giant-esque from a particular set of swings in not-Brooklyn, even years after GTAV launched, because one of the biggest complaints of players was the kinds of fun the sequel removed, like setting up a human domino rally on a staircase.

    Also, when it comes to certain features like Raytracing, it's not a clean GPU/CPU split. CPU load spikes when a game's raytracing is turned on, and you will still see bottlenecking of RT performance if you have a lower end CPU. (I learned that one the hard way when I thought a mid-tier Ryzen would be fine as long as I had a beefy GPU and had to stick with raster rendering until getting a CPU upgrade)
    Hell, when GTAV launched on Gen7 consoles it had its own hardware bottleneck on graphics unrelated to either CPU or GPU in the form of I/O speeds. The game couldn't read the data fast enough over one SATA interface, hence the way it streamed data from one DVD while the other had to be fully installed to the XBox or PS3 hard drive - and the resulting "one neat trick" on 360 to eliminate texture pop-in which was to install the play disc to an external drive, so then for one thing, your DVD drive didn't sound like it was trying to take off, and for another, the USB interface could read the data far faster than the optical drive could, resulting in an immediately noticeable effect on the game's otherwise slow pop.

    I'm not arguing it's not filled with simple issues to solve, like rendering hundreds of passengers visible onscreen per coach in out of service stock in sidings, using up a bunch of texture memory and the like for something which objectively should not be there. But while it's inarguable that there are optimisation problems in TSW, and that UE5 has some workarounds for some of the core engine issues with UE4, the fact remains that to get something that runs without many of TSW's issues you essentially need to be designing something that better works within the framework of what Unreal Engine fundamentally was built to handle. Hence things like all the complaints about Obsidian's RPGs in UE5 not having "Real" seamless open worlds like Bethesda's do. Of course they don't, when you try that in UE, you run into all sorts of performance problems. (Even running a simple UE5 graphical overlay on Oblivion, the performance goes to hell). Even in UE4 on consoles you can produce a 120fps raytraced tour de force of a corridor based shooter that very skilfully gives the impression at first glance of taking place within a larger world, but where the illusion falls apart the moment you stop blasting through it in a line and push up against the limitations. Running Train is pulling this off pretty well, because it's not trying to be anything outside of that box. Fundamentally all videogames are about "faking it", and how well you pull that off depends on how well you work within the predefined limits of the tools you have, which is why I am an advocate for the proliferation of more in-house engines wherever possible. They all have their strengths and weaknesses (Looking at you RedEngine and the Witcher 3 NPCs lacking appearance persistence between looking away and back at them) but when designed from the ground up for something, there's far fewer tricks the devs need to use to create the illusion they want without compromising it. That's the real fundamental root quality issue, and it's baked in the moment you make the decisions at the start of a project within your own set of limitations (financial, etc).

    "Lazy devs" is an appealingly simple explanation, but also "Lazy Devs" is how you get stuff which takes the path of least resistance to achieve something that looks great by not trying to do anything too far outside of what your off the shelf engine's designed for.
     
    Last edited: May 29, 2026 at 10:38 AM
  3. Jasonic

    Jasonic Well-Known Member

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    0.9.2 Hotfix

    Features
    -Level, Distance Traveled, and Accumulated Points are now displayed on the Main Menu.
    Note: Because Distance Traveled is a newly added cloud save variable data, stats from previous runs will not carry over. Your stat will begin from zero. Apologize for inconvenience.
    -In the Evaluation screen, details showing your selected Difficulty Multiplier and the Train Model used during the run has been added.
    -Visual Improvements: Added a blob shadow effect beneath AI traffic car.
    -Pressing Shift + Middle Mouse Button will now instantly reset all camera properties back to their default values.
    -Stop tolerace on free mode increase to ±10m
    -Add new style of stop marker
    -Add an option to significantly reduce AI train spawning to improve performance on low-end PCs.

    Fixes & Adjustments:
    -Diagram 1677A Fixes: Fixed an issue where players could not proceed past the Kanamori home signal.
    -Diagram 1677A Fixes: departures from Ise Station are now 70 seconds earlier to balance the timetable.
    -Updated engine RPM logic DC85 series. When the torque converter is locked, the engine is now mechanically locked to the wheels.
    -Reduced overall damping and running resistance so trains should now maintain momentum better and lose less speed while coasting.
    -Resolved an issue where 3rd-party Mascon plugins caused conflicting button registration with Xbox Controllers. Xbox controllers should now function normally. (hopefully this is last time)
    -Fixed a HUD mashup glitch where the ZUIKI HUD would randomly display while using an Xbox controller.
    -Fixed a bug where the controller (B) button would fail to register on the session-end notification.
    -Clamped maximum forward speed to slighty faster for AI traffic to eliminate the "car centipede" reverse bug.
    -Fixed UI background stretching issues on ultrawide monitors.
    -Corrected inaccurate entrance/exit speed limits displayed on certain timetables.
    -Updated the entrance and exit speed limits for Takahashi Station.
    -Fixed various typos, misspellings, and translation errors.
    -Added a missing wiper mesh to static train models.

    -Downsized several non-critical textures (such as bolts, labels, etc.) and reassigned assets to different streaming groups to reduce VRAM overhead. While this should alleviate texture blurring, if you are still experiencing blurry textures on lower-spec systems, please try the following steps:

    1. Increase System Pagefile: Ensure your Windows virtual memory (paging file) has at least 2GB to 4GB allocated.
    2. Set your graphics settings and AI Train Frequency to Low or Medium BEFORE loading into a scenario to minimize peak RAM usage during map loading.
    3. Once the scenario loads completely, check if the textures display in correctly (not blurry).
     
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  4. kman2080

    kman2080 New Member

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    Asian_Standing.png HUman_Gen_Asian_sitting.png JAL_wing_Alpha_City.png Sitting_Interior.png test_walking.png Amazing Game really enjoying the visuals and Game play. Never thought I could get to Japan for £16 virtually speaking.
    Have combined my love of train sims with my passion for all things Blender 3D and Video FX compositing.
    More experiments exploring how characters might look and story mode ideas with cut scenes etc.
    Flying Plane window idea.
    The People are from Procedural Crowds from Diffuse Studios and the 2nd Character in image is from Human Generator.
    The last image is a test walking Animation.
     
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  5. Dinosbacsi

    Dinosbacsi Well-Known Member

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    Dude, the issue is that you keep going into much deeper topics than what the issues with TSW actually are.
    And it's LOVE like this:
    [​IMG]
    When they can't get even basic material properties right. This is not a technical limitation. This is not a know-how limitation. This is not a performance concern. This is a full team of devs ignoring the fact that a single material property is set incorrectly. Something that could be fixed in a matter of minutes.

    Or how the boxcars in Clinchfield Railroad cause framerate drops because some badly set up animation or something along the lines. They even suspect the probably clause, because they used to mention it back in the day in a live stream. Probably another 15 minute job, yet never fixed through the years.

    And this is just two examples. And TSW is filled to the brim with LOVE like this, causing ugly visuals and bad performance. And these are easy quick fixes you would normally assign to an intern.

    Everything else like raytracing, virtual shadow mapping, etc are just extra. These are also important and areas where DTG is lacking, but these technologies or the UE4 vs UE5 differences are not the issue with TSW.
     
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  6. notjim#5327

    notjim#5327 Member

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    Just popping in to say, I love the game. More depth with the sim side of things than I anticipated (wheel slip, penalty brakes, etc.) and I love how smoothly it runs. Finally, a train game without stuttering and frame drops. I know it's far from a "true simulation" in a technical sense, but I really couldn't care less. The feel is there. Ironically, it all comes together to make it more immersive for me than an actual full-on simulator.

    And the game isn't even finished yet. Provided the game performance stays up to par with more feature additions, I will follow this developer wherever they go in the train game space.
    20260527220309_1.jpg 20260527223148_1.jpg 20260527192605_1.jpg 20260529152732_1.jpg
     
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  7. Killer-Of-Night

    Killer-Of-Night Well-Known Member

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    I do like how Running Train also handles custom paints for each train, where its just as simple as dropping a texture file into the correct folder.
     
  8. Jasonic

    Jasonic Well-Known Member

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    0.9.2b Hotfix
    Added Optional selection for UI stop overlay (OFF, 2D, 2D+3D)
    Fixed new 3D UI stop overlay now correctly respects "Stop Marker Overlay" in the settings
    Fixed credit menu crash/stuck with gamepad
    Fixed main menu readibility issue cause by new 0.9.2 update
    Fixed jagged Speedometer UI
    Fixed train refusing to move when applying notch 1-2 in the very first station
    Fixed abnormal rapid deceleration/lack of acceleration on curves over 100 km/h.
    Fixed missplaced tile at Iwaminato
    Fixed missplaced rail and collision issue near Nagara
    Fixed flipped station signage at Nagara.
     
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  9. Doomotron

    Doomotron Well-Known Member

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    The only issue I have with the system is that there's a fixed amount of custom liveries that can be in the game at once. I reckon it's easy to fix, bjt at the moment it means you need to swap the reskins you have installed if you have a lot of them you want to use.
    It feels like there's a new patch for this game coming out every day. A very nice change from DTG!
     
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  10. shinkansen_15

    shinkansen_15 Active Member

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    After playing Running Train for the last few days I am physically unable to play TSW. And no I am not joking. The terrible lighting and other visual issues like the ugly distant haze and the super ugly distant trees as well as the stuttering (which is not constant but happens) is causing me to rage quit and go back to the better looking and 100% smooth running game with far better immersion.

    I hope DTG is finally getting their act together (doubtful) and release a MAJOR update with TSW 7. Otherwise...well TSW2Prototype 4ever.
     
    Last edited: May 30, 2026 at 5:45 PM
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  11. shinkansen_15

    shinkansen_15 Active Member

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    why do you think its that far from a real sim (and I would not call TSW a real sim for the most part either)?
    It may take some shortcuts but the end result is convincing and the game is still in EA and will be improved further most likely. We already got more patches from the solo dev then we get from DTG in many months.
    Expert locos for TSW might have more depth in the sense of failures and physics simulation but the question is always do you really want 100 different failures simulated, is the pure driving that much more convincing and is it worth that much money expecially considering all the bugs that are in every TSW product even Expert locos.
     
    Last edited: May 30, 2026 at 6:07 PM
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  12. PseudoStalker

    PseudoStalker Well-Known Member

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    Coasting start working normal on a new version.
     
  13. Princess Entrapta

    Princess Entrapta Well-Known Member

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    That's literally a problem with like 25% of all UE games (Not including the shovelware) where they leave a bunch of stuff set to the engine defaults.
     
  14. notjim#5327

    notjim#5327 Member

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    I'm not trying to discredit RT at all, so don't misunderstand the phrasing there. I just assume as a layperson, and from the threads here, that a lot of things aren't being simulated to the level of other "simulator games" on the market (not just TSW, but Sim Rail and the like). I was expecting a more arcade-like experience in RT so I was pleasantly surprised at the inclusion of things like wheel slip, different weight behavior based on the consist (2-car vs. 4-car), etc. I have no idea what's actually being simulated vs. what is being "faked" in RT and it doesn't really matter to me. The game feels great.

    As to your other point about failure simulation and the like, yes I personally would enjoy that. I'm not exactly a fan of the state of TSW so you're preaching to the choir when it comes to cost and bugs, just check my recent posts.
     
  15. Princess Entrapta

    Princess Entrapta Well-Known Member

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    There's the thing, all levels of simulation from basically none to speak of, to deeply in depth realism are "Faked". It's just a question of to what degree and if it's close enough for a given person's tastes.
     
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  16. PseudoStalker

    PseudoStalker Well-Known Member

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    Despite the fact that, the sounds in this game are not very good. There are 2 examples that DTG should pay attention to:
    1. The sound of a thump when departing. In reality, I've heard this sound on every train I've been on. TSW have nothing like this.
    2. Flanking sound. This is the sound of a real train, not the constantly stuttering, suddenly disappearing and reappearing LOVE like in TSW.
     
  17. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Now I need to hop on an 80x unit in TSW as a passenger and wait around for departure to check for the cla-clunk noise of the doors a few seconds after it starts moving.
     
  18. Doomotron

    Doomotron Well-Known Member

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    This game is so well optimised I'd like to see a Mac version. I have an M4 MacBook Pro and I reckon it would play pretty well on it. And it would look amazing on its screen as well.
     
  19. kman2080

    kman2080 New Member

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    Just Discovered you can set free Practice and then Tab Menu and Switch to Free Mode then you can change the points. Screenshot From 2026-05-31 23-47-54.png 20260531234558_1.jpg View attachment 214391
    Screenshot From 2026-05-31 23-47-54.png
     

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  20. kman2080

    kman2080 New Member

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    Was a lot of fun till an AI Train followed me into the platform .. then it took off!!
    May be over Fictional Tokyo by now!!
     
  21. jokasouza#1304

    jokasouza#1304 New Member

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    I bought this game and I'm exploring it. I've been playing TSC for 8 years. I found it spectacular and very promising. These past few days I've been reading, researching, and I've come to my opinion: What the developer did was PLAN how the game would be, create clear plans and follow this line: What is important to have a fluid, beautiful, and LIGHT game? Before developing a game, you need to create a meticulous plan, rehearse, reflect, and execute that plan, correcting problems along the way, as long as you use the right tools to offer a product that results in the highest satisfaction for players/customers. Profits become the INEVITABLE CONSEQUENCE. I don't know if I was clear, but this is what every company should do, whether in games or any sector of commerce, services, etc. Not to mention that all this was done by ONE SINGLE PERSON. This proves a few things: DTG, with around 200 employees and years of experience in the sector, failed to deliver what it should have in offering its product. It has its departments and hierarchies, like any other company, and they failed (bugs, resource-intensive gameplay, etc.). I think that, in 2026, certain things cannot be tolerated in the gaming world in general. If the developer who produced Running Train manages to attract good partners to expand the range of routes in the game, MAINTAIN and MODERNIZE this architectural technique over time, I'm sorry to say, staunch defenders of TSC and TSW, it will surpass other train simulators in a short time.
     
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  22. Tigert1966

    Tigert1966 Well-Known Member

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    It won't for me. Too little variety and fictional and because it's a single person developing it, I'll be bored before it's out of early access.

    It's brilliant, I'm enjoying it. But it's different to TSC and TSW and for me doesn't even begin to compete with it.

    Seems a lot here are only interested in pretty graphics which is fine if that's important to you. I'm interested in realism and variety and after the initial wow factor has worn off, I'll be back to playing TSC.
     
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  23. animalkosmik

    animalkosmik Well-Known Member

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    Maik, we miss Ludmilla in our home ;)
     
  24. fakenham

    fakenham Well-Known Member

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    Having a great time playing this hudless, you really have to be on your toes with the grades and speed changes. The physics feel really nice in this, even if supposedly implemented basically.
    I really like how the developer implemented the distant scenery, the trees on hill sides look amazing from the cab but on closer inspection they are low res. Dont care about this, as long as it looks good from the driving perspective. I think a lot of tsw routes suffer from not great distant/field scenery, that could definitely be improved i feel.
    Overall, having a great time with this sim, the scoring system is actually quite addictive....didn't think I be bothered about this aspect tbh!
    If this is the first offering from the dev, well, cant wait for the next.
     
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  25. Princess Entrapta

    Princess Entrapta Well-Known Member

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    Well, if that's truly the case, I have some bad news for you about how long this took :D
     
  26. Dinosbacsi

    Dinosbacsi Well-Known Member

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    For real. Current plans for v1.0 are like end of 2027 if I believe. And that's not accounting for the future DLCs containing the currently "locked" routes.

    Though I wouldn't be surprised if after v1.0 he switches to making an actual real route instead of adding the branch lines to this one. But who knows.
     

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