All you need to do is to skip the green and pink portions of the config. There´s no new file so far. I will maybe update config once the real time...
That´s exactly my opinion as well. If it was Unreal related or frame related you would be able to see a difference with speed. Lower travelling...
Just to clarify, game is using streaming features for several main purposes: progressive texture loading, progressive 3D meshes loading,...
As with most steam locos, the optimal process is the following: apply brakes, set reverser to 75% and apply only 10% regulator (or the highest...
For me the most important topic right now is the implementation of shaders generation upon loading, instead of using the on demand generation...
It´s a memory error and it´s solved by increasing virtual memory pagefile size in Windows, as usual, even if game does not use more than 10GB RAM...
I have not noticed any looping sound, at least on PC, and I even have ambient sounds volume set to 250%. Have you maybe manually set...
The route still has two main problems in my opinion, in addition to route details themselves and heavy AI trains traffic in rush hour. The same...
I have not seen any improvement other than game used 5GB RAM upon loading menu and now memory is cleaned after launch, but it gets filled again by...
I agree with you but it´s not just a core problem. Many 3D objects (trees in particular, which by the way are the most common and therefore some...
I adjusted settings during this week but there´s still some. In particular there are some cases that produce hitching, and it´s not caused by tile...
Unreal 5 is reported as still reproducing hitching, which is not good at all as it was supposed to address this issue. To make things worse today...
Test my proposed settings and run game on DX12: https://forums.dovetailgames.com/threads/please-optimize-tsw4-engine-ini.73687/#post-721655 TSW4...
There´s a way to change signal routes using some of the DTG custom variables but this is not a true manual dispatching yet. You can cycle between...
You can add the following line to your engine.ini to get rid of them: ts2.RewardMonitor.ShowLowImpactNotificationsAsFull=0 Reward monitor is...
Also double check that you have enabled a big enough virtual memory pagefile in Windows, or simply leave it on auto. Recent Windows update this...
I had that card before and you can´t push it too much in this game, even if it´s a good card. Try reducing quality a bit, in particular the LODs...
The lines above deal with texture streaming, not with shaders. But you can try to reduce r.Streaming.Boost to 2, 1 or 0. This will reduce the...
Those problems exist since TSW1 and have not been adressed efficiently because we basically have the same engine version and even same project...
This happens because the connection between tunnel occlusion sections is incorrect or incomplete at some routes. For the same reason you can see...
foliage.LODDistanceScale=5. You can increase it but performance will start to drop on routes using the new detailed trees. Cheers
Hello. I removed r.ForceAllCoresForShaderCompiling=1 from the config because I detected it was creating short freezes on some situations where...
Yes. Feature was introduced in Unreal v4.16 (see below). That was the engine version TSW1 was using, if I´m not wrong. TSW2 used v4.23 and later...
As stujoy said then just purchase the TSW3 version if you want to be safe. It will appear on TSW4 as well because it will be linked to your...
All DLCs are exactly the same. Whenever they are in your profile you can use them. Indeed TSW3, TSW2 and TSW1 do not exist anymore in steam store...
The only reason why things get out of control is that nobody takes care to keep them under control. Unreal engine has not been updated by Epic...
It has not been implemented, just activated in the DLCs. It´s a native feature already available in Unreal engine even at the time earlier...
Smoke does not cast shadows in game but it´s possible to activate shadows on smoke emitters in Unreal. [MEDIA] Anyway smoke still reacts to...
Yeah. Dynamic weather just triggers some full presets with a probability but not so much logic behind that other than randomness. That´s why we...
You can also have a sudden switch to intense rain out of nowhere. Clouds need an evolution and rain intensity as well. Normally a heavy rain...
I can imagine what the problem is: r.D3D.ForceDXC=1 r.Shaders.FastMath=0 It's already written in my configuration post that first line will...
What settings are you using to compare both modes? DX12 with default game engine.ini is basically useless. Most of the features which DX12 takes...
Yes, locking fps can reduce GPU load. But don´t worry about 100% GPU usage if you are getting high fps and card is not overheating. HW is meant to...
That´s it basically. It´s anything else which are not the train sounds. They are sound loops, repeating constantly and automatically the same...
DX12 is not always adding extra load to GPU but it releases CPU load instead by reducing the need of so many CPU-->GPU calls because DX12 can...
Ok, the problem with sounds was more relevant than I initially expected and it resulted in having a a really significant impact on performance....
I have updated the post to classify each set as mandatory or optional. The minimun you need to include are the blue and black portions. With that...
Dear all, I included new modifications, involving sounds in this case. There was a problem with default parameters that resulted in an overload...
I found a problem with original sound thread that I fixed today. Maybe that helps in your case too. The problem was the usage of too many sound...
Thanks a lot. I'm also getting really good figures and high fps on the routes I have tested so far. There´s still one last micro hitch (less than...
That´s correct. You can notice that by several easy reasons, among others the following basic things: passengers 3D models react to bloom as if...
In a car the lights are below you, very close to road indeed and you are also very close to road too. In locomotives they are much higher and in...
Anyway I have repeated some tests after adding the DirectX compiler and shaders fast math tweak yesterday and now I don´t see such massive...
Some shaders are being compiled during loading, yes, but they just take 1-2 seconds to do it and are the ones needed by the game menus basically....
Hi. New testing results: the most relevant portion of the fps drop at sunrise/sunset is caused by the trees cascaded shadows in particular. As...
To be fair engine is capable of amazing things. This is a photoreal and interactive demo, and that´s still Unreal 4 running on a mainstream PC by...
Night in game is just a render condition with lower light intensisty. Indeed disabling shadows does not always help to increase performance during...
Thanks a lot. So far I´m having better results than before but it would be great if anyone else who also tested the new set could confirm the...
I found the reason for the flickering. It´s caused in the exotic combination of low sun angle and small particles of smoke or clouds edges between...
Another funny and relevant issue to take into account: sun light occlusion created by particles or clouds makes dynamic shadows area temporarily...
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