Aaaah, sorry. Yes. 105 psi is clearly wrong in my opinion too. It should stay around the 90 range. Cheers
EoTs worked well in the other locos (at least before latest patches). The readings can be different while you apply or release brakes and until...
Hahahaha. Yes. But target was to try to get the best out of this nightmare. I mean... out of this lovely game. Isn´t it? Then test was...
I have an i9-9900K, Nvidia RTX 2080Ti, 32Gb RAM and 860 EVO SSD disks. No overclock and no magic behind it, except the tweaks and my brand new...
This are the results in action. That service is one of the services I have used for testing, as it puts rendering to its knees due to high speed...
The performance problem is caused by r.FinishCurrentFrame=1. But this is only really needed if you use DX12 and want to prevent the headlights...
I have also noticed the stuttering increase, being really huge and frequent when running at lower monitor refresh rates like 60Hz. When using...
Exactly :D Please don´t ruin the game with extreme realism. The final target is to enjoy it and there must be freedom and a bit of fantasy it...
Yes I´m also for realism but real life can be extremely boring sometimes and we may even come to the point of routes having just two services...
In general we are getting extremely purist with the timetable mode. Not here but in all routes. It´s ok that timetables are as close to real...
Exactly. Click static weather whenever you want to pause the dynamic weather updates. You should also pause them when you go into main menu to...
Of course they can solve it as the BR182 has an amazing light cone with longer distances than usual and very intense light inside tunnels. It has...
I also have this issue and I think it´s caused by the nature of TAA. It´s not good to handle reflections (what causes the effect you see and the...
The value of 30 is also a good one. If it behaves better for you then nice. Indeed is less agressive than 20 and there´s no magic combination that...
Ok... I think we have a winning set here. After extensive testing on the routes this is the best I could get out of game and it works pretty well...
I just have my PC so I can´t do anything for consoles as don´t own one. And the tool itself works on windows only. I understand DTG approach but...
Thaks for the comments. About the rain generation I just needed to decide about the best way to implement it as the amount of weather variables is...
Maybe DTG just need to buy a good external video capture device to be used for the streams instead of reducing the game quality just to get better...
Till I don´t have the DLC I won´t judge it but initially you have a way to control the distant scenery detail: r.LandscapeLODDistributionScale...
Read the note I put couple of posts before about r.LandscapeLODDistributionScale. That one has a big impact on performance. If you use the LOD0...
Thanks to you for testing it and confirming the results. Hopefully we can also help DTG with this feedback so that they can also check if the...
Update: found the problem with LGVM. Too many actors or static objects creation results in the hitching, so we need to reduce the values to be...
I changed a bit the logic in latest release to be more consistent with how sky evolves in real life, and that´s why you may find it hard to...
Today I found that LGVM route does not like the modifications at all, specially with DX12. Not sure if this is caused by the terrain or by the...
Is not that you have to use always the same service for all your tests but that you test the modifications made to a parameter using the same...
I think we are on the good way to get the optimal results. The stuttering is really improved once we reduced the booked time per frame for the...
Thanks! Nice to see that you find it handy. The tool can be closed by right clicking on its tray icon. I did it intentionally in both this tool...
Final touches after today´s testing. I have seen that we should not leave s.UnregisterComponentsTimeLimit=0 but set it to 1. We will just book 1ms...
You need an application called unreal unlocker. Check the dynamic weather tool thread in my signature. There a step by step guide is included as I...
The blurry textures are caused by texture streaming. It´s a method that saves performance but has that side effect. You can disable it by using in...
Thanks guys. All I did was a research on the Unreal forums to collect the experience from other users and the suggestions done by the official...
To be honest we need them more in the design desk rather than in the forums right now. Their participation here will be always welcome and I...
DLC has not been updated since release if I´m not wrong, so any issues are still open. But it´s a really nice locomotive and quite well modeled....
The EoT devices and portable tail lights also get crazy when changing cabs and many times they are spawned at the front cab instead of at the end...
Quick update. Please use: r.Streaming.NumStaticComponentsProcessedPerFrame= 500 (it was 50 in default config and we didn´t change that) Just...
Don´t lose faith so fast mate! :o :D Cheers
I have no idea, about the editor but, after further reading and investigation, today I got some new positive results ;) Let me try to explain it...
You can tune when they should spawn. Indeed they spawn both outside the station (and walk to platforms) and at platforms directly. You should be...
Nice. Yes please let us know if you see benefits. I was testing game yesterday and the tile hitch is not really removed (or at least not in all...
No but just enter the variables (without any value) in the Unreal console and it will show you which ones they are. Cheers
Yeap, that matches with the results I have seen as well. There are some limitations and maybe we can´t solve them until a core updating is...
Nice, nice. We are on the good way. I´m testing now the following parameters, so you may want to try them as well:...
Oh... Maybe the screen resolution is the difference, but I run at 200% scaling, which is also very demanding. Anyway this is the config I used for...
Ok guys... Good news! I have found the reason for the tile loading hitching (or at least one of the reasons) and also a fix. The problem is the...
Another set of interesting findings, this time related to the tile loading and the periodical hitches (micro lags). Tile loading is one part of...
For the time being I have been using Antimicro software since many years ago to map any hardware to keypresses into games that did not support...
I was also surprised by how well Hagen yard behaved (all yards in general) with the combination of DX12 and r.FinishCurrentFrame=1. I presume the...
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