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

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

  1. JetWash

    JetWash Well-Known Member

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    Well, it’s almost certainly that TSW2 was more dependent on the CPU and DX12 took some of the pressure off throwing that load at the GPU. With it’s new skies and lighting you’ll likely find that TSW3 is more demanding of the GPU, so DX12 won’t have such an immediate and obvious effect. My GPU is often maxed out in TSW3, that wasn’t the case in TSW2.

    If you haven’t already I’d suggest changing the Skies from ‘Ultra’ to ‘Very High’. Not a great deal of difference but it takes a fair bit of load off the GPU thereby helping fps.
     
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  2. Callum B.

    Callum B. Well-Known Member

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    On GWE I do not get much of a difference (it is there, mind you, but at Reading it was like 78 vs 82 FPS) but in extremely CPU-bound areas like München Hbf I see a 50% improvement in performance from 40FPS on DX11 to 60FPS on DX12. Beyond that, using Geloxo's tweaks I find DX12 presents less hitching while driving than DX11--at least once initial caching is done.

    Cheers
     
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  3. crrispy

    crrispy Member

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    Ah, thanks for the hint, going to try this area to check if I see a difference then.

    Edit: indeed, big difference in München, scenario" Power problem", once in the driver's seat, DX11 = 30 fps only (3840x1600), DX12 = 48 fps, that's a +60% improvement! So it behaves differently than TSW 2, and depends heavily on the route and the location.
     
    Last edited: Sep 23, 2022
  4. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    So can some of you run KSW and SEHS in DX12 with all the ini settings and don't experience random crashes at all?
     
  5. Callum B.

    Callum B. Well-Known Member

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    I just did a NightJet run and experienced no crashes or issues.

    Cheers
     
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  6. chieflongshin

    chieflongshin Well-Known Member

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    yes, works absolutely fine and I personally saw improved performance on a 2080ti
     
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  7. atledreier

    atledreier Member

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    I tried this, after reading through the thread. Don't notice any improvement, and somehow quality seems worse after applying the ini tweaks in this thread. Might be some changes to draw distance, but distant aliasing seemed a lot worse, even with the same AA and resolution scaling at 150 like I use to run it.

    i9 9900K @5GHz
    ROG Strix 3090OC
     
  8. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Thanks guys!. Could you also please tell me how much RAM you have installed? I have a feeling that 16GB might get filled up with the ini tweaks and that results in crash, either that or AMD drivers are having some sort of seizure.

     
  9. JetWash

    JetWash Well-Known Member

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    I’ve got 32GB RAM and 11GB VRAM. TSW will never get anywhere near either of them, don’t worry about that.

    I agree with atledreier, I found these tweaks made things much worse, not better!
     
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  10. Callum B.

    Callum B. Well-Known Member

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    I have 16GB DDR4 3200MHz, and 8GB VRAM on my GPU.

    Cheers
     
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  11. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Thanks again for the reply guys. I am re testing the INI settings while tweaking some values and so far im pretty close the the smooth and stable experience i was having in TSW2. I was about to give up thinking there is some issue with TSW3 that makes the game unstable with the ini but thanks to your info i got back to tweaking and got some fantastic results. To be honest TSW is unplayable without the ini tweaks, its just a stutter fest!


     
  12. Speedster

    Speedster Active Member

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    Can you share your tweaks once you have finished testing? The settings from my TSW2 engine.ini are causing random crashes on SKW (32GB RAM/RTX 3080 10GB).
     
  13. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Sure. I still have a few ini lines to add and than try and tweak the value even further, but this is what i have stable right now in KSW and SEHS
    [SystemSettings]
    r.Streaming.PoolSize=4500
    r.Streaming.MaxTempMemoryAllowed=1500
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=1
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    gc.TimeBetweenPurgingPendingKillObjects=200

    Please also do a test on KSW (since that was the one most prone to crashing) and let me know if its also stable on your side.
     
  14. Speedster

    Speedster Active Member

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    I tested your settings on Schnellfahrstrecke Kassel-Würzburg (SKW), three runs, no crashes yet...
     
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  15. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    thanks for the feedback. Great it works for you i have spend tens of hours on that dam route testing values in order to get something stable :D I have tried getting a little bit more aggressive with the settings and got a crash today
    How is the stuttering? On my side is far better than vanila with some stuttering at start but after around 10-15 minutes it starts running smoother and smoother (i think the Ram/Vram starts feeling up with required data). I will continue testing and update the settings with better stable values when i find them if you find this useful.

    Edit: Just got a new version of INI with some tweaked memory pool and shader cache settings with even better performance and lower stutter. Got a super smooth and stable run on KSW with these
    Also my VRAM and RAM did not go higher than usual either actually slightly lover peaking at 6.2 VRAM (out of 8) and 9.5 GB Ram

    [SystemSettings]
    r.CreateShadersOnLoad=1
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.PoolSize=6000
    r.Streaming.MaxTempMemoryAllowed=3000
    r.RenderTargetPoolMin=1200
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    gc.TimeBetweenPurgingPendingKillObjects=200

    Changes:
    -force shaders to load at start of level instead of being created on demand
    -do not limit memory pool size to VRAM (take RAM into account) and increase the budget for the
    memory pool
    I just did a full run on KSW with lots of blizzard and snow to test it out and went really well. If you want give this settings a test next time you do a scenario ;)
    Cheers!
     
    Last edited: Sep 25, 2022
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  16. crrispy

    crrispy Member

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    Sounds good, going to try this, anything that can improve those freezes is welcome! It really breaks the experience.
     
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  17. Quentin

    Quentin Well-Known Member

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    Thanks very much for all your work, dbrunner, I'll certainly give those a try. I do wonder to what extent such parameters will prove to be system dependent - what may work brilliantly on a 3090ti could bring my 2070 to its knees!
     
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  18. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Hey thanks!. Those settings are more towards removing stutter as much as possible while remaining crash free and do not incorporate any graphics enhancement settings, so unless used on a low end system they should be fine for most configs..
    The settings where tweaked and testing for my pretty modest rig, AMD Ryzen 3600, 16 GB Ram and RX 5700 with 8GB ram and unless someone is using them on something with far less Video and System memory should produce good results on any system. You can save your engine ini and give these a run and see if they work for you.
     
    Last edited: Sep 26, 2022
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  19. Quentin

    Quentin Well-Known Member

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    I did try them, and you're correct, I didn't notice any significant degradation in fps (although I'd already incorporated quite a few of them).
     
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  20. Fear-Factor

    Fear-Factor Well-Known Member

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    ^^
    Thanks mate for sharing this settings. :)
    Had problems an the big stations like Dresden and Chemnitz and now it feels really good.
    Tomorrow i will test it on Tharandter Rampe because with my previous setting ive got an crash so THIS setting is very promising!

    Now its running like a charm on the both stations :)
    So i guess on the route it will be much better.

    I7 6700k
    Dark Rock 4 Pro
    Gigabyte GA-Z170X Gaming 5
    16 GB Ram Corsair DDR4
    MSI RTX3080 Gaming Trio 10G
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    1x Crucial SSD M.2
    3x Crucial SSD MX500
    VR HP Reverb G2
     
    Last edited: Sep 27, 2022
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  21. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    You should pay attention to the level of stuttering since that was the major problem of TSW2/3 far more irritating than lower fps. With latest batch of settings i'm close to no stutter on KSW/SEHS on a HDD :)


    Glad you found the settings useful!. Also have a friend that did some scenarios on Dresden Chemnitz and he reported no crashes and good performance. Over the last runs of mine on KSW ( the most stuttering at vanilla settings and prone to crash with ini tweaks) i had a very smooth experience and no crashed either .Took a while to get stability but quite happy with the results, you can really enjoy more demanding routes without hitching each 5 seconds!.
     
    Last edited: Sep 28, 2022
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  22. Fear-Factor

    Fear-Factor Well-Known Member

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    Ok, tested now 3 Routes on Tharandter Rampe and one of them was the one which caused the ctd.
    It was a night run in the storm.
    Today everything was fine and completly smooth. Also in the area of the Dresden and Chemnitz stations.
    Glad, that this is so good now. :)
     
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  23. graham.haddon

    graham.haddon Well-Known Member

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    Forgive me but are the ini setting posted above to be used with or without the dx12 command on launch? I wish to do some testing of my own. Thank you in advance.
     
  24. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    The settings have been tested only on -DX12 since 12 also produces slightly higher FPS,but you can also try with DX11.
     
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  25. mattdsoares

    mattdsoares Well-Known Member

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    Sorry if I missed this being covered but I'm getting crashes 100% of the time when loading into Reisa-Dresden and Dresden-Chemnitz in TSW3. I'm using the 4K settings for the engine.ini from the first post in this thread. All other routes are fine. I have no mods installed.

    Had anyone else struggled with these routes?

    System:
    i7-9700k
    16GB Ram
    RTX-3080
    4K Resolution
     
  26. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Try my settings, they where made for people getting crashes on KSW and SEHS in TSW3,i have a feeling they might fix your problem :)
    Note:First remove the old ini settings

    [SystemSettings]
    r.CreateShadersOnLoad=1
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.PoolSize=6000
    r.Streaming.MaxTempMemoryAllowed=3000
    r.RenderTargetPoolMin=1200
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    gc.TimeBetweenPurgingPendingKillObjects=200
     
  27. enri.reali

    enri.reali Member

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    i have nvidia gt640 from 2014!!! working frames under 20fps... no crash!!!
     
  28. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    -
    You really need an upgrade. At least bare minimum 1650, optimal 1660/2060 upwards.
     
  29. mattdsoares

    mattdsoares Well-Known Member

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    Thanks for the tip. Didn't help. I then removed all edits to the engine.ini going back to a stock unedited one, and it still crashed, though this time I get to inside the train and as it loads in the last bit it crashes.

    So it would seem I'm having other issues with these two routes not being caused by .ini tweaks.
     
  30. enri.reali

    enri.reali Member

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    i have a motherboard from 2011 with pcie2.0
     
  31. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    You are certainly hitting some other problems if the routes crash without any ini tweaks. If you are on DX12 try running the game in DX11 and see if you get better stability. The ini tweaks help people that want to run the INI tweaks but would get a random crash with the old ones in DX12.
    Also remove all liveries/mod that affect those routes and try again jut to se if a mod is causing this
     
  32. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    :D time for a new pc i think.
     
  33. Speedster

    Speedster Active Member

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    geloxo or dbrunner#4864 , any further revisions for TSW3? I was having no issues until I went back to play Harlem line and was getting a regular crash to desktop between GCT and Harlem 125th Street. I've narrowed it down to one of the "blue" settings from the first post (have the green and red settings in, no crash).

    Just wondering if either of you (or anyone else) has tuned the engine.ini any more, before I go testing adding each setting to see if it causes a crash. Would rather not do that, as crawling out of GCT is a tedious task! :|
     
  34. Thorgred

    Thorgred Active Member

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    it probably is on of these 3 but i could be wrong :)
    • s.LevelStreamingComponentsUnregistrationGranularity (default 5)
    • s.LevelStreamingComponentsRegistrationGranularity (default 10)
    • r.Streaming.NumStaticComponentsProcessedPerFrame (default 50)

    i also seen crashes around that spot
    and i am using these

    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=50
    r.Streaming.NumStaticComponentsProcessedPerFrame=500

    if the default values do not give a crash try higher values

    s.LevelStreamingComponentsUnregistrationGranularity=7
    s.LevelStreamingComponentsRegistrationGranularity=25
    r.Streaming.NumStaticComponentsProcessedPerFrame=250
     
    Last edited: Jan 30, 2023
  35. Speedster

    Speedster Active Member

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    I narrowed it down to

    s.ForceGCAfterLevelStreamedOut=0


    After removing that I no longer get crashes between GCT and Harlem 125th. My engine.ini (5950x, 32GB RAM, RTX 3080 10GB):

    Code:
    [SystemSettings]
    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.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=7
    s.LevelStreamingComponentsRegistrationGranularity=25
    r.Streaming.NumStaticComponentsProcessedPerFrame=250
    r.ViewDistanceScale=2
    foliage.LODDistanceScale=3
    r.StaticMeshLODDistanceScale=0.1
    r.SkeletalMeshLODBias=-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
     
    Last edited: Jan 31, 2023
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  36. Thorgred

    Thorgred Active Member

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    good to know :)
     
  37. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Nice, you figured it out. Its weird that it crashed tough ,i did not experience crashes on any of the more demanding routes including DRA, Munich-Augsburg , KSW and London Commuter. Could it be it only affects some routes due to some unknown reason? Good spot i will keep an eye on this in case i run in to issues.

     
  38. Thorgred

    Thorgred Active Member

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    yeah only a few routes
    I had a crash on WCL yesterday
    but I had made a save before that crash
    and reloading the save gave crash again
    but after removing those blue lines in the system.ini the crash was gone
     
  39. 5cip

    5cip Active Member

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    Hello peoples,

    what i found out is that when i deactivate the shader cache in nvidia settings i nearly get no more stutters and overall the game runs smoother.
    could be that when shader cache is deactivated that the game doesnt need to load textures from it and thats why it doesnt stutter so much.
    should also work for amd cards when this options is also avaible

    cheers
     
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  40. Teflon490

    Teflon490 Active Member

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    After trying it for quite a few hours on several different routes, I cannot say I see any tangible difference in stuttering, it still seems to be the same random stutter fest as with the cache on. I wonder if more peoply tried it, what is their experience.
     
  41. 5cip

    5cip Active Member

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    i switched back to set the cache to 10 gb runs the same like cache off fresh driver and bios runs good
     
  42. JustusLM

    JustusLM Member

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    Do any of you guys know how to increase foliage draw distance? I've noticed that, for example on Kassel - Würzburg, there are some barren hills that trees pop in on when I move closer with the free camera. This is also very noticeable on Arosalinie, although there you do usually get close enough to see them eventually (but you still get to see the barren mountain first).

    I have tried setting both r.ViewDistanceScale and foliage.LODDistanceScale to ridiculously high values, but it hasn't changed anything about this.
     
  43. Teflon490

    Teflon490 Active Member

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    The foliage.LODDistanceScale variable only applies to the trackside foliage. I believe the trees on the hills in the distance are part of the global scenery, and appearance distance of those will be hardcoded and cannot be changed.
     
  44. Observadorpt

    Observadorpt Active Member

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    Hi

    I Cant figure it out where i can find this ini file or where i put it.
     
  45. paulossj4

    paulossj4 Active Member

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    Hey guys,

    Does anyone have a configuration of this file for the GTX 1660 Super?
     
  46. kirtoksg#1764

    kirtoksg#1764 New Member

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    Hi! I want to ask the author of this topic a question. Do I need to prescribe the settings that are given at the beginning of the topic myself? I found two Engine.ini files, which one should contain these settings?
     
  47. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Hi guys. I also started a new thread regarding some settings that i am using currently and produce good results

    1.Go to Documents\My Games\TrainSimWorld3\Saved\Config\WindowsNoEditor
    2. Make a backup of your Engine.ini, then open the original one
    3. Copy the following settings and paste it in your Engine.ini

    [SystemSettings]
    r.CreateShadersOnLoad=1
    r.Streaming.LimitPoolSizeToVRAM=0
    r.Streaming.PoolSize=4500
    r.Streaming.MaxTempMemoryAllowed=1500
    r.RenderTargetPoolMin=1200
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=10
    s.LevelStreamingComponentsRegistrationGranularity=30
    r.Streaming.NumStaticComponentsProcessedPerFrame=200
    gc.TimeBetweenPurgingPendingKillObjects=200

    Also stutter reduction will be noticed during the second run on the same route (on the first run shader cache should be generated but also saved in video card driver cache making consecutive runs on same route a lot better)

    Hope this helps.

     
  48. crrispy

    crrispy Member

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    Hi, looots of info on TSW4 in the last days but I didn't see/hear anything about DX12?.....
     
  49. TKessel

    TKessel Well-Known Member

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    Because their is still no official DX12 Support in TSW4.
     
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  50. crrispy

    crrispy Member

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    Yep, so we'll experiment soon
     

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