Good Evening Any help would be great. I want to setup some sceanerios with Ai traffic. The goal would be to setup a route and simulate a true to life Monday on the railway. For example take the JT Plymouth to Highbridge route and have my train go from Ply to St Davids with about 10 ai bits and pieces coming the other way and some general freight shunting occuring along the way (maybe a bit of steam at totnes?). Now my big question(s) are these: Would having all my oncoming ai disappear into the Plymouth portals help with fps/memory? Would using lower quality loco assets help with fps/memory? - for example using kuju hsts and 143s from riveria line help performance better than using my 2018/2019 virgin voyager? Final question.... if i load blueprints for say the riveria line, a class 67, the south wales line (so i can use the gwr hst), once they are off map (in a portal) is that blueprint then hogging less memory or is the fact it had to load just x1 loco from that blueprint archive mean it is now "always on" until i complete my run? Still new, to creating from scratch .... so i can imagine some of you might be having a little chuckle at my wet behind the ears enquiry above Thanks in advance
I should briefly add i have x8 other routes i could try this out on should you think the plymouth - highbridge one is not the best place to start. I shall now patiently wait for replies
I always make AI traffic disappear via a portal as quickly as possible. I think it has two advantages, it probably saves performance and it cannot unexpectedly lead to problems. Gone is gone! Lower quality for AI locos is always good.
In theory, yes. In practice, no - this is one issue that causes memory drain. That was the results of some tests I did a couple of years back - it is possible it has subsequently been fixed with the recent core upgrades. But as BeenTrain says, it is good practice to get rid of AI traffic once it has done its job. Best regards, John
Thank you BeenTrain Yes i have noted on DTG career based ones that sometimes pulling into a station where ai is idling after completing instruction can sometimes hit performance, particularly if its a long consist like a hst combined with a high asset station like st davids. I shall endeavour to always have mine contiuning on to a fictional end point off map
Thank you John Since you mention the latest core updates i have noted one thing. When running a new sceanerio for a test there does seem to be a link between how many assets are in a certain section of track and then subsequent performance drop. It seems connected to the 2d map, which seems to draw a blue line in front of your train for about i would say is a mile or two. Then as your train moves the blue line moves in front of you on the 2d map thus indicating the new draw distance. What i have noted is that in terms of that draw distance a single loco coming the other way, especially if no where near station is always stable for fps / performance, regardless of quality of loco. However if x3 locos or more (defo x4+) are all in the same draw distance on 2d map blue line you take a slight hit. A good example would be a 150/1 on approach to newton abbot, another 150/1 coming from torre (ai) enters your 2d draw/blue line and then a hst (ai) is awating to leave newton will generate lag/fps drop. If i remove the hst.... very smooth. Thank you for your help
This is the correct answer. Though, as with every game, the quality of the assets matter less, the better the system.
Thank you Kim Will have to dig my system specs out and add them to this thread to see if people think my rig might be adding to any performance drops vs number of ai in a certain draw block. In regard to the quality of asset comment. This is interesting. One of my next tests is to load x8 loco blue prints from x8 different routes but only run x1 loco. Then comparing performance by gradually easing back the number of active blueprints under edit. I wonder if steve from DTG would comment on what he would expect. Im guessing outside of initial load times having x8 blue prints ready but only using x1 loco from said list would mean the simulation would only reference that x1 blue print at any given point and the rest would be in effect "idling but not referenced/creating draw down on memory"
My System Specs: 3.2 - 3.5ghz AMD Ryzen Processor 16GB Ram (slots ready to take this to 32 if needed) 1TB SSD Graphics Card: GTX 1050ti 4gb
Graphics card? Your cpu is a bit lowspecced for TSC. I think the minimum requirements for TSC64bit is at that point. What matters the most for tsc is BIG singlecore performance.
GTX 1050ti 4gb - updated graphics card in post I do run tsc in low to medium graphics setup with only sceanery distance/density set to full