When you first start a service in timetable mode a lot of the cabs consoles are moving like some sort of sponge, I’ve had a similar issue on cane creek as well Xbox series x SD70 it makes things like the metal of the horn lever/button move up and down like it’s bouncing, it’s the same with the banking comm device and screens as well as the whole console and back wall near the fuse box it gets quite disoriented to look at and quite blurry in the fuse box as soon as you start a service and look at these in the cab is how you find this issue
Yes I've noticed this too but did not know how to describe it. I asked the question a few times on last night's stream about flickering text and got no answers.
This is common to a few routes. I think it's just more noticeable on certain cab models. Pretty sure it's an engine issue as I've seen it happen in other games sometimes as well. Where every mesh kind of "wobbles" relative to everything it intersects, like objects are all made of jelly.
I can't upload can't get the file size down small enough .I've dropped resolution too still can't upload. Hope somebody else can.
I think the worst route I've noticed for it was Cane Creek, so will try to capture some footage of that there today. Actually, I may have some video I recorded previously of it. I'll check my archive.
It's actually quite mild in the SD70 on Sherman here as compared to the SD40 on CC. It's noticeable however, any time you try to read any of the text and it's constantly jumping about relative to everything else. https://1drv.ms/v/s!AmUam9bd9z-NzHAGFLNPEEqEPFc5 It brings to mind the way textures often had a "wobbly" effect to them on the original Playstation. Something which was especially noticeable on later games which got a Dreamcast port that didn't have that same warping. [Edit] And the more pronounced SD40 on CC, where I initially thought it was meant to be some kind of heat haze postprocessing effect. https://1drv.ms/v/s!AmUam9bd9z-NzHAGFLNPEEqEPFc5
Here is 2 videos of moving /wobbly textures. https://1drv.ms/v/s!Ag2NQvHSuojBoD-9Jk3uBYexu0k5 https://1drv.ms/v/s!Ag2NQvHSuojBoEAi-laVpzmWuwYK
Interestingly, Digital Foundry's Halo Infinite tech comparison video showed the same issue in that game. Their comparison between the PC and Series X versions showed that it's much more pronounced when the console's Variable Rate Shading is in effect, vs on PC where that option isn't used. Is it possible the console versions of TSW2 have a VRS implementation which is influencing this?
Could be I saw that too could be related but I don't think dtg have implemented vrs. Wish dtg would let us know if they are working on it.