Hi Does anyone at DTG know if direct storage will be able to fix the stuttering on Windows PC and Xbox (probably not available for PS)? It would be huge. Thanks for your answer.
I saw on the roadmap that some performance issue are caused by the map loading. I saw that the loading of a scenay runs very fast as well. Maybe we could reach a better performance if the map was completely loaded before running a scenario for example. Or maybe DTG has to redefine the loading system in the core game I don't know It's for me not a problem if I have to wait 2-5 min with a good performance along a scenario personally. The map in Euro Truck Simulator is huge, there are some sometimes loadings cuts but the game runs smoothly and I didn't encounter technical problems. Sure it's not UE4 but.
Direct storage only works with DX12 which DTG don't currently support. I find this very strange as DX12 came out in 2015 and allows things like ray tracing
I personally got a better fps performance with dx12. I do wish they’d sort this awful stuttering out though, surely a dev, a beta tester etc have seen it increase. Can’t all be uncritically blinkered
You have to keep in mind the map scaling in ETS/ATS makes it hard to make direct comparisons with TSW. For example, on the Sherman Hill route in TSW you're traveling appx 58 miles from Cheyenne to Laramie in 1:1 scale. In ATS, with its 20:1 map scale, you're only driving about 3 miles or so along I-80, so it's a pretty big difference. I don't know the technical details, but i suspect you'd need an astronomically high amount of RAM available to be able to load the entirety of a TSW map.
As they are now my RAM usage has yet to see 16gb. Most I’ve ever seen for whatever tsw3 loads is 15.5gb. I’ve always wondered for those of us who have more RAM whether there was way to use more of this to reduce the stuttering through more being loaded.
I'm not from DTG but I can confidently say that it wouldn't. The stuttering isn't a loading issue, but effectively a rendering pipeline interruption from a crowded main thread. That's how I understand it, from conversation with a senior developer (who admittedly hasn't worked on TSW, but has encountered and resolved what appears to be the same stuttering on other Unreal Engine projects). Effectively, the stuttering could be resolved for all hardware, no need for new APIs or DX12 or top-end hardware (the stuttering has nothing to do with frame rate issues, which of course is affected by hardware capabilities and your choice of graphics settings within sim).
I'd love to know how DirectX 12 works with a Direct X 10 game. There are no DirectX 12 elements built into TSW3 and without them, DirectX 12 will not be implemented. Another case of misrepresentation of how these things work.
Chieflongshin Unfortunately no! TSW3 being a 64-bit program is loaded by Windows into the Virtual Address Space (VAS) it is then loaded (very simply/crudely) via the MMU (cpu) into the Physical RAM (the route and scenario) - into the Working SET. This is the amount of Physical RAM your PC thinks it needs to fully accommodate the running of TSW3, and once TSW3 +scenario is loaded - it does not vary significantly). Having "spare" usable RAM would not reduce stuttering. except if you had a low amount of RAM installed which meant TSW3 would have to access the Paging File (very slow) to run. RAM usage has to be coded by the software (and OS) and it wouldn't be possible (easily) to allow a game to use more RAM than it needs. The stuttering is usually due to coding issues and possibly your PC Hardware and settings.
But unlike TSW it's covering whole states, not just that 50 mile portions. Yes they're at reduced scale, but you'd realize they're still pretty large if you've driven them before. Also unlike TSW its content actually links up, so you can drive across the entire US if you want to. I know from experience it takes several hours to get across the map corner to corner. And honestly I have no idea how long it would take to explore all the sideroads a cities available. So even if you want to argue the DLCs on their own are smaller (which I doubt) the combined map is still almost certainly quite a bit bigger than any singular TSW DLC. ETS2 & ATS are completely fair comparisons in my book. Well, yes, so would loading the entirety of Grand Theft Auto V or Zelda: Breath of the Wild, there's a reason no well made game with a large open world loads its entire world at once. Yet titles like those despite being on older and/or less powerful hardware manage to seamlessly load their worlds without issue.
There are a few things to note: TSW3 is a DX11 game, not DX10. It may have DX10 compatibility somewhere in there for ancient hardware, but it is not designed around it. TSW3 on Xbox (not sure if all or only certain types) uses DX12 already. Cheers
And that's probably the reason why TSW runs generally best on Xbox when compared to PC and PS5 (stuttering/performance for hardware usage)
I use to go with a lower resolution (1920x1080 & turn off vsync, medium shadows). That gives me a real performance booster for playing almost withouth stuttering on high settings. Pc is 13 years old, 4gb geforce & ram got upgraded to 64gb. Also using an ssd.
because it is not a priority for them. Goal is to sell much DLCs as possible and then fix the bugs on them (always after the release of the DLC...) I still and ever think that UE4 was not the right engine for this Train Sim but.. it´s another topic.
You could ask the same question about any of the issues, including save game. With the positive change in direction on that, it's possible they may seriously look at the stuttering. But, and I hate to say this, the programmers also need to be capable of fixing it.
Callum TWS 3 is definitely a DirectX 10 game - please check your facts before you muddy the waters with misinformation!
TSW* 3 runs on DX11 by default. Whatever the Steam store page says does not change the fact that the programme on your computer executes and displays graphics using the DX11 API. As I said before, there is probably DX10 support for ancient hardware that cannot run on the normal DX11, but DX11 is the default. Cheers
I finally bought TSW3 today and after 1h ask for refund. Stutterung everywhere but good FPS by me (50-60 with medium settings) Same lighting bugs, same clipping etc as TSW2 Maybe I give a chance later after some optimization but ... there is a lot of work to do for the game stability.
Was having another discussion with my brother earlier. He said, "These things are all a huge deal to us ... QA complain about all of these things. Some of the QA team even know how to use Unreal's performance profiler, and they do frequent performance tests ...It gives us a good idea what's causing stutters when they occur ... I'm fixing a stutter right now. It happens as groups of NPCs spawn when the animation blueprints are loaded. The solution is not to load all the blueprints at once, but spread them over the following frames. It works." Interesting stuff. Anyway, so far, they have fixed every single stuttering issue in Unreal Engine as they arise.
Callum B. is 100% correct. TSW is, and always has been, a DX11 game. It will happily run in DX12 with a launch parameter change in Steam.
It's really odd to make your "recommended" spec a 4K 60FPS target when so few devices are built for it. No console today targets that at any sort of regularity, they usually at least drop resolution or performance, often times even both. I would think 1440p would make more sense as a recommended spec at this point if you ask me.