I just had a crash to desktop on a service from Ashford to St Pancras [edit: it is the 1J93]. It was during a cloudy day, coming from Asford, about 2km before Stratford Intl. station (I was slowing down). Performance was very good up to that point, no other abnormalities. Experienced similar with TSW2. Certain services (others not) generate crashes in the tunnel near Stratford. Has anyone else experienced something similar? I will explore this systematically in the future and note the services if possible.
I have it... Could someone please try the service 1J93 Ramsgate to St Pancras Intl. (Class 395)? The crash to desktop happens exactly 2.2km before Stratford Int. I drive with all safety systems on. PC, Steam.
Oh, thats awkward. It's probably due to my .ini customizations. Sorry guys... I'll try to narrow down which line exactly and report back.
I had a crash crash on SEHS and 1 on Kassel afte previously running two scenarios on this routes without me activating DX12. There are two issues here, 1 if you have DX12 enabled disable it 2. If you have the Distance detail setting to ULTRA set it to HIGH. On Kassel i was peaking at 15 GB of ram used by TSW (out of my 16 GB total ram), and also started noticing lag and FPS Drops. Once you completely fill up your RAM (something that should not happen) the game will crash. Setting my Distance detail setting from ULTRA to HIGH not only that made my game crash free but also removed the 40 FPS frame drops. No more crashes on either SEHS or KW for me.
Something inside these lines causes the crash: 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=900 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=10 s.LevelStreamingComponentsRegistrationGranularity=50 r.Streaming.NumStaticComponentsProcessedPerFrame=500 These are all things that have to do with performance and stuttering. But I don't need that for TSW3 at the moment anyway, because the performance is good enough as it is! I also still have DX12 enabled, which is not a problem. So the problem is solved, it was not caused by TSW3.