A Call For Dx12 - Engine.ini Optimizations For Ue V4.26

Discussion in 'TSW General Discussion' started by geloxo, Dec 29, 2021.

  1. Thorgred

    Thorgred Active Member

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    is DLDSR not off at default here it is
    when driving the first time you might be seeing a bit more stutter due to caching
    an second run should have less

    also because of the many curves on the line there is more tile loading
    at least the fps is pretty good compared to Sherman Hill

    i use grass.densityScale=0.8
    for the grass-loading problems

    im running 3440*1440 and scaling at 125%
     
    Last edited: Jan 23, 2022
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  2. joerg.lange

    joerg.lange Well-Known Member

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    Edit: I have documented this in the "Technical Reports" so as not to be off topic here.

    This is an ugly problem. I have identified two main causes:

    option 1
    foliage.LODDistanceScale=5

    and the the improved shadow settings:

    option 2
    r.Shadow.MaxResolution=4096
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.DistanceScale=2
    r.Shadow.TransitionScale=2
    r.Shadow.CSM.TransitionScale=2
    r.Shadow.RadiusThreshold=0.005
    r.Shadow.CSMDepthBias=8
    r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
    r.LightMaxDrawDistanceScale=10
    r.Shadow.SpotLightTransitionScale=120

    These two things in combination with the scaling (130% for me) cause massive FPS problems in the Tharandt area (around KM17.0 and then again a bit further up) - but only there, and nowhere else. (Let's exclude Sherman Hill - quite a different beast).
     
    Last edited: Jan 23, 2022
  3. JBViper

    JBViper Well-Known Member

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    I saw this on the Riesa-Dresden road, it's faster when you replay it.
    Do you know if this cache UE4 is purged as soon as you close TSW or restart your computer?
     
  4. geloxo

    geloxo Well-Known Member

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    As far as I have seen all caches and memory are cleared as soon as you exit to main menu. There´s no need to exit game. You can just start a new service or select a new route.

    Cheers
     
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  5. Teflon490

    Teflon490 Active Member

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    Thanks for confirming, I knew it is based on the original config, I was just not sure if just those 4 settings are to be maxed, since when you lowered the 2 of them eventually, only 2 remain maxed, technically, so there goes the crazy horse :)
     
  6. JBViper

    JBViper Well-Known Member

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    Thank you for your reply.

    For Riesa-Dresden, I had the feeling that when I replayed 2 different services in a row, in the same direction, the second service stuttered less. But I think this is related to the number of trains on the tiles.
    I thought, wrongly, that UE4 had a cache for textures.
     
  7. Thorgred

    Thorgred Active Member

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    NVidia has cache files which do not get cleared after closing the game
    for w10/11 those are at c:\Users\your name\AppData\Local\NVIDIA\DXCache
     
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  8. 5cip

    5cip Active Member

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    so i could save these files in a backup folder in case i install a new driver and than put them back to avoid that the game generates new cache files maybe ?
     
  9. geloxo

    geloxo Well-Known Member

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    If I'm not wrong those files are the shaders generated by any game when shaders are compiled for the first time and are temporal, so a backup is not needed. You can set the size of the stored cache at the Nvidia panel. Default size is "driver default". I did't see any benefit on having a huge amount of them stored in disk.

    Cheers
     
    Last edited: Jan 25, 2022
  10. Thorgred

    Thorgred Active Member

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    indeed shader cache files
    and default is fine for those
    no need to back them up
     
    Last edited: Jan 25, 2022
  11. 5cip

    5cip Active Member

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    geloxo
    i mixed up ur .ini with my and this ist the result if ya wanna test it and give ur feedback i would be happy

    [SystemSettings]
    r.ViewDistanceScale=4
    r.StaticMeshLODDistanceScale=0.25
    foliage.LODDistanceScale=4
    foliage.DensityScale=1.0
    r.MaterialQualityLevel=0
    r.EyeAdaptationQuality=1
    r.HighQualityLightMaps=1
    r.PostProcessAAQuality=6
    r.MaxAnisotropy=16
    r.LandscapeLOD0DistributionScale=3
    r.MotionBlurQuality=0
    r.DefaultFeature.MotionBlur=0
    r.DepthOfFieldQuality=0
    r.TemporalAACatmullRom=1
    r.TemporalAASharpness=1.0
    r.TemporalAASamples=64
    r.TemporalAAFilterSize=1.0
    r.TemporalAAPauseCorrect=1
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.Tonemapper.Quality=0
    r.ToneMapper.Sharpen=1
    r.SSR.Quality=2
    r.BloomQuality=3
    r.Color.Max=1.0
    r.Color.Mid=0.5
    r.Color.Min=0
    r.SkylightIntensityMultiplier=0.5
    r.LightMaxDrawDistanceScale=10
    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.HLODStrategy=2
    r.Streaming.UseFixedPoolSize=1
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.PoolSize=8000
    r.Streaming.MaxTempMemoryAllowed=2000
    r.Streaming.Boost=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    r.CreateShadersOnLoad=1
    r.Shadow.WholeSceneShadowCacheMb=2000
    gc.TimeBetweenPurgingPendingKillObjects=300
    gc.NumRetriesBeforeForcingGC=5
    gc.MinDesiredObjectsPerSubTask=20
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    r.ShaderPipelineCache.BatchTime=2
    r.ShaderPipelineCache.BackgroundBatchTime=0
    r.ShaderPipelineCache.PrecompileBatchTime=0
    s.AsyncLoadingTimeLimit=2
    s.PriorityAsyncLoadingExtraTime=1
    s.UnregisterComponentsTimeLimit=2
    s.LevelStreamingActorsUpdateTimeLimit=2
    s.PriorityLevelStreamingActorsUpdateExtraTime=1
    s.LevelStreamingComponentsUnregistrationGranularity=40
    s.LevelStreamingComponentsRegistrationGranularity=80
    r.Streaming.NumStaticComponentsProcessedPerFrame=160
    r.SkeletalMeshLODBias=-2
    r.Shadow.MaxResolution=4096
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.DistanceScale=2.0
    r.Shadow.TransitionScale=2
    r.Shadow.CSM.TransitionScale=2
    r.Shadow.RadiusThreshold=0.005
    grass.densityScale=5
     
  12. PeteW

    PeteW Active Member

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    Just a thought, it was useful In geloxo's 1st first to have the settings split into categories - "Texture streaming optimizations are marked in red, core performance optimizations in blue and optional graphical enhancements in green"
    That is helpful for folk who are looking to improve the eye candy vs those wanting better performance etc. This might be less of an issue for geloxo as I'm sure their expertise helps them tell :)
     
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  13. geloxo

    geloxo Well-Known Member

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    Why to use r.MaterialQualityLevel=0? This is reducing the quality of some materials (and therefore the resulting textures of some metal surfaces for instance). There should not be any significant performance gain with that but you reduce quality :) The rest looks fine to me. Indeed it´s very similar to what I chose to play at the end (distance scales and so on).

    Cheers
     
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  14. Teflon490

    Teflon490 Active Member

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    Wasn't this used back in the day to increase the grass draw distance? Up until it was found that it also disables 3D ballast. Or maybe it was a different parm, similiar to this one, not quite sure.
     
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  15. Callum B.

    Callum B. Well-Known Member

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    Yes. I still use it because I prefer the increased grass draw distance to the parallax ballast; I can only notice the former while driving. In truth I have never since turned it off, so if the functionality has changed at all I wouldn't know.

    Cheers
     
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  16. 5cip

    5cip Active Member

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    PeteW
    i corrected my .ini and colored the categories for you so that its better for understanding thx to geloxo for his .ini and input which helps me to experiment with the settings :)
    now i optimized this .ini and its running very smooth atm

    [SystemSettings]
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.PoolSize=8000
    r.Streaming.MaxTempMemoryAllowed=2000
    r.Streaming.Boost=2
    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.HLODStrategy=2
    r.Streaming.UseFixedPoolSize=1

    r.GTSyncType=1
    r.OneFrameThreadLag=1
    r.CreateShadersOnLoad=1
    r.Shadow.WholeSceneShadowCacheMb=2000
    gc.TimeBetweenPurgingPendingKillObjects=300
    gc.NumRetriesBeforeForcingGC=5
    gc.MinDesiredObjectsPerSubTask=20
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    r.ShaderPipelineCache.BatchTime=2
    r.ShaderPipelineCache.BackgroundBatchTime=0
    r.ShaderPipelineCache.PrecompileBatchTime=0
    s.AsyncLoadingTimeLimit=2
    s.PriorityAsyncLoadingExtraTime=1
    s.UnregisterComponentsTimeLimit=2
    s.LevelStreamingActorsUpdateTimeLimit=2
    s.PriorityLevelStreamingActorsUpdateExtraTime=1
    s.LevelStreamingComponentsUnregistrationGranularity=40
    s.LevelStreamingComponentsRegistrationGranularity=80
    r.Streaming.NumStaticComponentsProcessedPerFrame=160

    r.ViewDistanceScale=4
    r.StaticMeshLODDistanceScale=0.25
    foliage.LODDistanceScale=4
    foliage.DensityScale=1.0
    r.MaterialQualityLevel=0
    r.EyeAdaptationQuality=1
    r.HighQualityLightMaps=1
    r.PostProcessAAQuality=6
    r.MaxAnisotropy=16
    r.LandscapeLOD0DistributionScale=4
    r.DefaultFeature.MotionBlur=1
    r.DepthOfFieldQuality=0
    r.TemporalAACatmullRom=1
    r.TemporalAASharpness=1.0
    r.TemporalAASamples=64
    r.TemporalAAFilterSize=1.0
    r.TemporalAAPauseCorrect=1
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.Tonemapper.Quality=0
    r.ToneMapper.Sharpen=1

    r.SSR.Quality=2
    r.BloomQuality=3
    r.Color.Max=1.0
    r.Color.Mid=0.5
    r.Color.Min=0
    r.SkylightIntensityMultiplier=0.5
    r.LightMaxDrawDistanceScale=20
    r.SkeletalMeshLODBias=-2
    r.Shadow.MaxResolution=4096
    r.Shadow.MaxCSMResolution=4096
    r.Shadow.DistanceScale=2.0
    r.Shadow.TransitionScale=2
    r.Shadow.CSM.TransitionScale=2
    r.Shadow.RadiusThreshold=0.005
    grass.densityScale=5


    [/script/engine.renderersettings]
    r.DefaultFeature.MotionBlur=False




     
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  17. Thorgred

    Thorgred Active Member

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    5cip what resolution and scaling you use ingame ?
     
  18. Cotax

    Cotax Well-Known Member

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    Would i gain even more perfomance with this ?

    r.ViewDistanceScale=2
    r.StaticMeshLODDistanceScale=0.1
    foliage.LODDistanceScale=2

    Also, what GPU and CPU do you have?
     
  19. fanta1682002

    fanta1682002 Well-Known Member

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    you add
    r.ViewDistanceScale=1
    r.StaticMeshLODDistanceScale=0.25
    foliage.LODDistanceScale=1
    cpu i7 6900k gpu1080ti sli aa sli 16x ssaa 16x
     
    Last edited: Jan 26, 2022
  20. 5cip

    5cip Active Member

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    im using 2560x1440 and 140% scaling

    my system is

    i9 11900k @3500MHz
    3080 ASUS TUF Gaming 10GB
    32GB DDR 4 Corsair 3200MHz
    ASUS Prime Z590-V
     
  21. w2sjw

    w2sjw Active Member

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    I'm very close to having the funds to get the 27" LG gaming monitor I want to run at 1440p with full Gsync. Right now I'm at 1080p max 60Hz at 200%. I'm assuming the 140% is the sweet-spot for 1440p monitors?

    I've got a 5600X/32GB DDR4-3600/RTX-3070 setup.
     
  22. Thorgred

    Thorgred Active Member

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    w2sjw just try 150 or 125 % depending on the resolution
    and on how wide your screen is

    I am fine with 125% for 1440p
    looks very nice
    but mine goes to 3440*1440
    i have an asus ROG Strix XG349C

    my previous one was an 2560*1440
    and for that one i used 150%
     
    Last edited: Jan 27, 2022
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  23. 5cip

    5cip Active Member

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    im still testing it out but i think its optimal for my 32 screen 166Hz display
     
  24. w2sjw

    w2sjw Active Member

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  25. geloxo

    geloxo Well-Known Member

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    Be careful as this is only G-Sync compatible, so G-sync will not work below 48Hz (therefore below 48 fps), or at least it´s not certified that it will always work. That one includes AMD´s Freesync technology, but not NVIDIA´s G-Sync chip. Check full range G-sync monitors here (filter first column by "G-Sync" or "G-Sync Ultimate" and chose your desired size or resolutions):

    https://www.nvidia.com/en-us/geforce/products/g-sync-monitors/specs/

    I would take a G-sync one if you can, not a G-sync compatible, specially if you own a NVIDIA card. The compatibles normally only work above 48 Hz up to the max refresh rate, which is still fine, but for simulators where you struggle to get high fps I think a full range one is better, so when you have low fps they will still help with stuttering. Obviously they are more expensive than the G-sync compatible ones.

    Always check manufacturer´s specs at their website to be sure they are 100% G-sync capable. The G-Sync ultimate ones are also certified for highest HDR standard but this makes them also more expensive and not really an option to consider in most cases. Some G-Sync ones already support HDR but with its lower standards, like HDR400. This is still HDR but just with lower quality.

    The good thing about LG´s is their new nano IPS panel technology. Mine also has this type of panel. This puts the low response times of TN panels and the color quality of IPS panels together into a single panel, so for me they are the best for gaming nowadays. LG also produce nano IPS panels for other manufacturers so you can find this technology on other monitors as well.

    Cheers
     
    Last edited: Jan 28, 2022
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  26. Callum B.

    Callum B. Well-Known Member

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    G-Sync compatible monitors (aka, FreeSync) have AMD's Low Framerate Compensation which kicks in below the minimum panel refresh rate to keep the image smooth. If the FPS is below the panel's minimum refresh rate, it will refresh at some multiple of that frame rate. For example, if your game is running at 34 FPS but your panel can only go as low as 48Hz, then the panel will run at 68Hz (twice the frequency of 34Hz). This is what my G-Sync Compatible monitor does and it works well.

    N.B. Official G-Sync monitors do the exact same thing, except the panels usually can go to as low as 30Hz without needing to engage LFC.

    Cheers
     
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  27. Cotax

    Cotax Well-Known Member

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    Well i have AOC (G-SYNC compatible) and below 48khz i see brightness strobbing with G-SYNC enabled. No problems between 60-120fps. Next monitor will definetly be G-SYNC certified.
     
  28. graham.haddon

    graham.haddon Well-Known Member

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    I have just changed my G sync compatible monitor to a full G sync ultimate monitor. The difference is quite notable. Even as low as 40fps it still looks buttery smooth. Even when it goes down in to the thirties it still look pretty good.
     
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  29. RdWing

    RdWing Member

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    I can report with the gsync ultimate AW3821DW it's really smooth. With a 3080, I play at DSR 1.7x and it looks great. I also use SpecialK to add HDR support to TSW2.
     
  30. w2sjw

    w2sjw Active Member

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    So many of those models on that list are not even out yet, or way out of my price range. Damn.
    All I want is a 27" IPS...
     
  31. geloxo

    geloxo Well-Known Member

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    Yeap, the combination of IPS + G-sync + high resolution makes them expensive... You can find TN panels on your budget range, but normally not IPS. That´s why some manufactures take the Freesync option instead for the medium range monitors. Freesync is not bad anyway but I can´t give you any advice on that or how well they perform as I didn´t own any yet. Listen to other users opinions or just check some reviews. This is a very personal decision at the end. Maybe what is relevant for someone is not so relevant for others. In my case I got tired of TN panels. They are cheap and fast but the image quality is not as good as the IPS ones. I also got tired of the stuttering, so that´s why I prefer native G-sync.

    Cheers
     
  32. w2sjw

    w2sjw Active Member

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    IGN & another site rated the Asus TUF VG27AQL1A as the best 27" 'FreeSync monitor for G-sync' in their test & reviews. That one is in my price range.
     
  33. RdWing

    RdWing Member

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    Has anyone quantified performance differences between DX11 and DX12 in TSW2? I have been running in DX12 with lots of ini tweaks from this thread for awhile now, but just tried DX11 again as a kick and was surprised to find I actually get better performance in 11 at least in the few tests I did. Whats the motivation to use DX12 again…

    Also can we start a list of DX12 bugs? What has anyone seen related to it?

    And further, will all of these ini tweaks work in DX11 mode?
     
    Last edited: Feb 18, 2022
  34. Quentin

    Quentin Well-Known Member

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    Performance difference between DX11 and DX12 depends on your hardware. (Very) basically DX12 moves more computation to the GPU, so if your GPU is underutilised compared to your CPU, it can improve performance; but if your GPU is already the bottleneck under DX11, moving to DX12 may make things worse.
     
  35. Perks390

    Perks390 Well-Known Member

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    I seem to be having issues where I'm running out of memory on Dresden - Chemnitz, I recently upgraded to 32GB of RAM but still, the game is crashing and the task manager showing all my memory being used. Is it possible one of my settings is causing it? It's posted in the spoiler below to prevent taking up a massive chunk of the page.

    [SystemSettings]
    r.DefaultFeature.MotionBlur=0
    r.ViewDistanceScale=3
    r.LightFunctionQuality=3
    r.DefaultFeature.Bloom=0
    r.StaticMeshLODDistanceScale=0.75
    r.SkeletalMeshLODBias=-2
    foliage.LODDistanceScale=5
    r.SceneColorFringe.Max=0
    r.SceneColorFringeQuality=0
    r.Tonemapper.Quality=0
    r.LandscapeLOD0DistributionScale=4
    r.TemporalAASharpness=2.0
    r.TemporalAASamples=2
    r.TemporalAACurrentFrameWeight=0.2
    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.HLODStrategy=2
    r.Streaming.UseFixedPoolSize=1
    r.Streaming.FramesForFullUpdate=1
    r.Streaming.PoolSize=4000
    r.Streaming.MaxTempMemoryAllowed=1000
    r.MotionBlurQuality=0
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    gc.TimeBetweenPurgingPendingKillObjects=30
    gc.LowMemory.TimeBetweenPurgingPendingKillObjects=300
    s.UnregisterComponentsTimeLimit=1
    s.LevelStreamingComponentsUnregistrationGranularity=1
    s.LevelStreamingActorsUpdateTimeLimit=1
    s.PriorityLevelStreamingActorsUpdateExtraTime=1
    s.LevelStreamingComponentsRegistrationGranularity=50
    r.Streaming.NumStaticComponentsProcessedPerFrame=250
    r.DynamicRes.FrameTimeBudget=1
    r.CreateShadersOnLoad=1
    gc.LowMemory.TimeBetweenPurgingPendingLevels=0
    s.AsyncLoadingTimeLimit=1
    s.PriorityAsyncLoadingExtraTime=1
    r.ShaderPipelineCache.BatchTime=1
    r.ShaderPipelineCache.BackgroundBatchTime=1
    r.ShaderPipelineCache.PrecompileBatchTime=1
    fx.NumFramesBetweenRuntimePerfSamples=1
    r.GTSyncType=1
    r.Shadow.FilterMethod=1
    r.Shadow.WholeSceneShadowCacheMb=500
     
  36. geloxo

    geloxo Well-Known Member

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    The out of memory errors are normally caused by the video card RAM, not by the system RAM. It´s almost impossible that any game uses all your RAM, specially with a setup having 32 Gb installed. Normally they can even use 50% of your system RAM in the most demanding situations, but that including Windows and all others apps which may be running (this is what I have seen at least with my system).

    I would try to get rid of the following:

    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.HLODStrategy=2
    r.Streaming.UseFixedPoolSize=1

    The first and the last variables are the guilty ones because you are forcing high res textures while forcing as well a fixed cache size (of 4 Gb in your case). The other variable you don´t need it at all. Take a look to the red portion of my config in the first post. That´s all you need to get the optimal streaming. You won´t get out of memory errors with that because streaming will adapt textures size to the defined cache size everytime.

    By the way... I have tweaked granularities and garbage collector values a bit as well after testing the latest available game patch. For some reason I was getting some more micro freezing with tile loading after last patch.

    Cheers
     
    Last edited: Mar 5, 2022
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  37. Dinosbacsi

    Dinosbacsi Well-Known Member

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    By the way, do these setting have any benefit without Dx12? I'm asking because I only have an 1050Ti and an i5-6500, so I don't think Dx12 is helping me with performance, but I would like to have the other asset loading optimalizations.
     
  38. londonmidland

    londonmidland Well-Known Member

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    Not graphical related as such but a few of you might be interested in this thread
     
  39. geloxo

    geloxo Well-Known Member

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    You can use the settings also with DX11, Dinosbacsi. None of them are DX12 specific. According to users comments some people are getting worse performance with DX12 but in my case I always get worse performance in general with DX11 and more stuttering, even without any tweaks.

    Cheers
     
  40. dhekelian

    dhekelian Well-Known Member

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    This thread should be stickied. geloxo , what would you say is the best mobo +CPU combination for TSW2? I'm wanting to upgrade mine but have seen conflicting advice, I wondered what your take was on it? Cheers.
     
  41. geloxo

    geloxo Well-Known Member

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    Any modern MoBo will be fine. CPU depends on your budget basically but anything with at least 8 physical cores and close to 5 GHz is fine (which is quite standard nowadays). Mine is fine but it´s getting old. The new generation CPUs are much better.

    But don´t forget two key elements as well: hard disks and RAM. If you can get them fast enough that will help a lot. I recently upgraded my RAM from a DDR4 2200MHz to a DDR 4400MHz, which is just in the limit my MoBo+CPU can handle without producing errors, and this helped a lot. I had a quite slow RAM for my graphics card when using it at high resolutions. Some of the new DDR5 RAMs may be insteresting too if the MoBo supports them.

    For hard disks SSD is the minimum, but if you can get any NVNe disks (PCI-E) that would be the best, mainly because SSDs are starting to be obsolete and the PCI-E disks speeds are much faster. However not all MoBos support multiple NVNe disks and may allow just one, so take care of that if you plan to use one for Windows and another one for game for instance.

    Cheers
     
    Last edited: Mar 19, 2022
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  42. dhekelian

    dhekelian Well-Known Member

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    Thanks for the advice. At the moment I have a i7 7700k 4.2 GHZ and as ms have kindly deemed my CPU as redundant now I'd like to future proof a little. I'm not sure whether to go for intel or AMD but will be getting two NVNe hdd's with one for win and one for games like you said and with a MOBO to suit. Thanks again for the advice.
     
  43. Scorpion71

    Scorpion71 Well-Known Member

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    I thought I'd give DX12 a try under my new 3080TI which replaced my old 1080TI and it still performs worse than DX11. My CPU is no slouch either, I9-9000K OC'd to 4.7, 32GB RAM and runs on a SSD.

    Every new route I've bought since Rush Hour release just stutters, the old routes run smooth as silk. What's really annoying too is the sound cutting out with each stutter, it just cannot handle high speeds
     
    Last edited: Mar 20, 2022
  44. 5cip

    5cip Active Member

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    i have a Asus 3080 Tuf Gaming and had the same probs till i capped the fps in nvidia control panel to 60 fps its like a other game now
    on dresden route which was worst it runs now really cool apart from when i accelerate my train to 150km/h or above i have nearly no stutters
    it seems that high speeds brings the engine to the knees.
    just try it i hope u have this result too
     
  45. countcussy

    countcussy Well-Known Member

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    I have just built a new I5-12400 system, with 16GB memory, as I managed to grab a Founders Edition 3060ti.
    Coming from my old I3 system, TSW is now in a different league.
    The settings on the first page make a huge difference, especially with the track.
    With everything on Ultra, 150% scaling, and these settings, I can pretty much maintain 60fps. But boy, does my card get hot :D
    Nothing out of spec, but everything gets toasty and fans ramp up. With the scaling toned down to 120%, things are much better. (1080P btw)

    I am intrigued as to which part of the settings is improving the track so much.?
    On GWE, standard engine.ini, the sleepers tend to "pop" into the view as you are moving along. The settings in this thread seem to eliminate that completely. The difference is night and day.
     
    Last edited: Jun 22, 2022
  46. Teflon490

    Teflon490 Active Member

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    This one does it:
    r.ViewDistanceScale=2

    2 is still pretty low number, you can go a little bit higher for even bigger difference.

    Optimizations in this thread though are focused mainly on performance, rather than to improve visuals. There are a lot more parameters that improve visuals explained and discussed in other threads on this forum.
     
  47. countcussy

    countcussy Well-Known Member

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    Thank you.
     
  48. paul.pavlinovich

    paul.pavlinovich Well-Known Member

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    More fans mate, more fans :). I run at 2K with a 3080TI and yep mine gets hot too, you're not alone there. I rejigged mine and got a case that would let me put the graphics card on a riser in the same plane as the motherboard. The graphics card still gets plenty hot but at least now it isn't baking all the things around it as it has its own clear air flow.

    Paul
     
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  49. kingsaadi

    kingsaadi New Member

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    Hey geloxo,
    Just trying to understand a setting I'm testing - r.Shadow.WholeSceneShadowCacheMb - does that affect VRAM on GPU or system RAM?

    Thanks

     
  50. joerg.lange

    joerg.lange Well-Known Member

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    geloxo

    I just tried out the settings. It really is a difference like day and night, especially Dresden - Chemnitz was no fun because of all the reloading stutters. Now it's MUCH better, awesome!!! The TGV also runs absolutely smoothly now. Perfect. It's a shame that DTG can't get it right on its own.

    (My system: i9-9900K, 32GB RAM, RTX3800TI, SSD, 3440x1440, 150% - nearly the same as yours expect the display)

    Edit: Celebration too early... Riesa > Dresden remains a stutter-fest. Annoying.
     
    Last edited: Jul 19, 2022
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