PC Tsw 6 Enhancement | Lighting & Graphic Ep V6.1

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

  1. WaveyDavey

    WaveyDavey Well-Known Member

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    Pretty sure there has never been a mod or engine.ini line or to extend track/rail shadows only general shadow draw distance but feel free to link the specific track shadow mod or add the engine.ini line here?
     
    Last edited by a moderator: Sep 29, 2026 at 11:03 AM
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  2. jesper2805

    jesper2805 Well-Known Member

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    Those black lines along the track aren’t shadows either. It’s a separate trick to make it look that way, so a custom engine.ini is pointless because it’s not an in‑game shadow. As JetWash already wrote, it has to be enabled per route.
     
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  3. JetWash

    JetWash Well-Known Member

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    There has never been an ini line to extend track shadows. You could force cascaded shadows to draw a bit further but it was only ever a bit. That costs performance and is totally pointless on routes that have the track shaders as you can’t see them.
     
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  4. malikrthr

    malikrthr Well-Known Member

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    I really hope DTG implements an update where track shadows are enabled by default. We need all routes to take advantage of these new graphical features as efficiently as possible for all ranges of hardware. I guess there is more leeway with ATS and ETS2 as the Prism3D graphics engine that powers those truck simulators are not as complex as the modified variant of Unreal Engine 4 that is running within TSW

    I think with TSW, patience is key, similar to the quote from the TSW7 video, good things come to those who wait. For the time being, I am enjoying what I can with the newest settings for DLSS and DLAA, whether it be a new route or an old route. I definitely look forward to the updates that Jetwash has planned. With the graphical settings, it is definitely trial and error dialing it to fit my system correctly per route but it's an interesting experience overall. I am confident it will only get better throughout each patch that we get.
     
    Last edited: Sep 26, 2026
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  5. jesper2805

    jesper2805 Well-Known Member

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    I presume thats not a click in the editor and all routes will have this future. It seems to me more route based how they have to enable it.
     
  6. toms87

    toms87 Well-Known Member

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    I think some old routes (specifically the German ones) are totally lost without a full blown remaster. I´s a shame they still call some layers and take up disk space. Another reason to put more rolling stock in the core, so I can finally say bye bye to some of the TSW 1 and TSW 2020 routes.
     
    Last edited: Sep 26, 2026
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  7. Fiocca

    Fiocca New Member

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    Was going to write a separate thread but might be best here.

    I've got an xbox pc app version on a 4070TI S and thought id give dlss 5 a go. No matter what way i try to install it TSW is detected as being DX11 (with DX 12 on in options) with no native DLSS detected.

    This means it has to use a bridge and i can't use FG. Looking in the game folders one of the config files has DX11 shown, changing it to 12 crashes on launch.

    It's quite frustrating so ideas welcome. With the bridge it kinda works but it's not the best in motion.
     
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  8. GeraltDW

    GeraltDW Well-Known Member

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    I also noticed that even on the routes that have the new track shadow, that shadow gets interrupted at switches and crossings since the beginning. The shadow applies only to single pieces of track but never on switches / crossings or other special kind track which looks always pretty weird shortly before/after stations where there's lots of them. Would love the other track pieces get them too sometime. :)
     
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  9. jesper2805

    jesper2805 Well-Known Member

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    There is no FG support with NVIDIA cards. So you need to use SmoothMotion but that will not work with the XBOX PC version. I have seen multiple messages about this matter.
     
  10. Fiocca

    Fiocca New Member

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    Well that's annoying!
     
  11. toms87

    toms87 Well-Known Member

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    that has always been the case.
     
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  12. GeraltDW

    GeraltDW Well-Known Member

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    This is why I said "since the beginning"
     
  13. nekochanryan

    nekochanryan Active Member

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    Hi again!

    Just to note, Tadami Line has a lot of foliage, and therefore setting view distance quality to high again is best here on my system, since it basically functions as Liberec Stara Paka with its dense foliage and viewdistancescale=3 (which is Epic settings) is a little extreme for such, FPS wise. Otherwise, it looks great under enhanced lighting! :)

    I suppose you could also drop the DLSS setting to UQ instead, so either of those two will help relieve FPS constrained areas. I might just put it on UQ for routes that have high foliage like this, so that the pop-in stops but preserving visual quality.
     
    Last edited: Sep 29, 2026 at 10:10 PM
  14. Yosh1saurus

    Yosh1saurus Member

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    Turns out you can kind of do this already if you use the God mode mod - instead of using the engine.ini file, put any visual tweaks in the "Dynamic ini" section and they'll override the relevant enhanced lighting changes. Would still be nice to have dedicated settings though
     
  15. SpookieWookie

    SpookieWookie New Member

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    See my post here https://forums.dovetailgames.com/th...earance-for-tsw7-on-my-pc.99475/#post-1150810
    You can use Optiscaler to get engine level frame gen for Nvidia cards. It allows you to use Intel's XeFG which is excellent and very close to Nvidia's. I did recently discover that the nightly builds of Optiscaler also now allow for DLSS FG output, however when testing it there was no way to resolve HUD ghosting. Intel's frame gen on other hand has almost zero ghosting out of the box, and can be completely fixed by using Optiscaler's HUD Fix option. I need to make a full post on setting this up at some point.
     
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