PC Definitive Stutter Fix Via Engine.ini Settings

Discussion in 'TSW General Discussion' started by dbrunner#4864, Jun 1, 2023.

  1. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    My god that looks absolutely stunning!! From the colors to the light and shadows it looks just perfect to me . Who needs UE5 when we have you JetWash :cool:

    Good luck with the final tweaks and don't forget to also make some time for yourself this weekend.
     
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  2. JetWash

    JetWash Well-Known Member

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    Thanks ;)

    ps I should add that was taken on a 3070 using lossless scaling’s frame generation. With a capped 30fps they were doubling that and effectively turning it into a smooth 60fps with the Ultra preset.
     
    Last edited: Sep 13, 2024
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  3. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Really? That is quite nice I know that we have that tool in AMD Adrenaline as well with Fluid Motion Frames, but I have never tested it in TSW. The Image looks quite sharp considering that half of the frames are generated in between.
    Might try it myself since on some routes like KSW or Bernina with your presets the fps sometimes dropped under 60
     
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  4. 5cip

    5cip Active Member

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    yea im also on the track with LS and fps capped to 30 = 60 and ur engine.ini on medium with a 3080
    right now on frankfurt main station without any stutter to hanau.
    using preset kassel-wurzburg for that route
     
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  5. LunaVisits

    LunaVisits Active Member

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    Hi dbrunner#4864,

    Will this mod also work if the first time loading a route is only a route introduction, a training scenario or a short run? Or will any shaders that were not cached during the initial run simply be added later on?


    I’m thinking about installing this mod directly with a new install of TSW5. My GPU is a 2070S. (8GB VRAM)
     
  6. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    You need to do a full run on the route in order for the complete shaders cache to be generated for all the assets.
     
  7. 5cip

    5cip Active Member

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    is there a way to keep the shaders in case i install a new driver ?
    till now i dont have a solution for that :(
     
  8. LunaVisits

    LunaVisits Active Member

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    Understandable. I more meant to ask, will the game add the assets to the shader cache during subsequent runs if I don't do a full run after making the .ini changes?
     
    Last edited: Sep 13, 2024
  9. SGTDRE

    SGTDRE Well-Known Member

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    the shaders will accumulate the more you do, be sort and long or all long or some short.
    You could find the shader cache folder back it up, but any changes to the game be it mods or ini will have an effect that may not be to your liking.
     
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  10. suchyx#5351

    suchyx#5351 New Member

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    Hello, I have a question, which parameter is responsible for the camera outside the train to be further away from the train.
     
  11. SGTDRE

    SGTDRE Well-Known Member

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    In the Future, you should post questions like this here TSW Troubleshooting & Issues Discussion | Dovetail Games Forums
    But to control the camera, you use 1, 2, and 3, 8, from numbers below the F keys
    and 0 will give you, at least I'm guessing it has stayed the same in TSW5
    This is from TSW3
    upload_2024-9-14_10-49-23.png
     
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  12. suchyx#5351

    suchyx#5351 New Member

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    But I'm not interested in the view of the camera switching because I know how to switch it, but in whether it is possible to correct an entry in the engine.ini file to make it have a greater distance from the beam when the camera is outside.
     
  13. SGTDRE

    SGTDRE Well-Known Member

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    You mean how far away you can go with the camera after you press say for example 3 or 8 Correct? I am not sure what you mean by "distance from the beam"
     
  14. suchyx#5351

    suchyx#5351 New Member

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    Yes, I mean when I'm on the camera under 2 and I would like to see more, unless that's all it can do and the manufacturer allows for the adjustment of the mouse scroll wheel
     
  15. SGTDRE

    SGTDRE Well-Known Member

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    I am only guessing here that this will work with TSW5 seeing that it is UE4.26 I don't have it yet.
    C:\Users\ [ Your Name Here ]\Documents\My Games\TrainSimWorld4\Saved\Config\WindowsNoEditor
    C:\Users\ [ Your Name Here ]\Documents\My Games\TrainSimWorld4\Saved\Config\WindowsNoEditor
    Find your Enigine.ini

    ------------------ Leave a Space here ---------------------------
    [SystemSettings] <<--- Add this heading if you don't have it.
    r.FogStartDistance=40000
    ts2.dbg.Camera.MaxVerticalHeight=50000 <<-- Camera Height and distance
    ts2.dbg.Camera.MaxVerticalHeight=20000
    ts2.dbg.Camera.MaxLinearDistance=50000
    ts2.dbg.Camera.MaxHorizontalDistance=50000
    ts2.dbg.MaxFreeCameraDistance=400000
    ts2.dbg.MaxFreeCameraDistance=200000
    ts2.dbg.Camera.CameraBoomMaxLength=4000

    ts2.dbg.RelinquishPromptWaitTime=60 <<-- The message you get when you get out of the seat for to long in a train.
    ts2.dbg.RelinquishPromptWaitTime=0
    ts2.dbg.MaxReskinsPerTimetable=0 <<-- This you most likely will not need
    ts2.CameraMotionSway.EnableUprightCompensation=0
    ts2.CameraMotionSway.KSitting.Y=150.0
    <<-- as the name says camera sway
    ts2.CameraMotionSway.KSitting.Z=55.0
    ts2.CameraMotionSway.LSitting.Y=15
    ts2.CameraMotionSway.LSitting.Z=1.25
    ts2.CameraMotionSway.SittingPivotOffset=-200
    ts2.CameraMotionSway.LSitting.X=10

    --------- leave this space ---------------
    [/Script/Engine.UserInterfaceSettings] <<-- This will make the Hud elements and main menu
    ApplicationScale=0.700 smaller but the bouncy balls will be out of
    place, meaning they will not point directly
    to the buttons/switches
    Keep in mind I am still learning/trying to understand all these settings
    upload_2024-9-16_15-22-37.png
     
    Last edited: Sep 17, 2024
  16. PseudoStalker

    PseudoStalker Well-Known Member

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    Something wrong with those ini lines in TSW5. It was working great in TSW4. But in TSW5 it causes massive FPS drops(not a stutters), like from 60 to 18 FPS for couple minutes. Also the CPU at this time almost doing nothing(load is decreasing from 86% to 12%). After I've deleted those lines in ini file - everything backs to normal.
     
  17. karpert

    karpert New Member

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    Lesser known, but also very destructive, is match making rating (MMR) bumping. In bumping, strong players participate in matches under other players' accounts to increase the in-game performance of those accounts. Like cheats, booing has become an industry in itself, so I suggest you take a look at https://onlyboosters.gg/.
     
    Last edited: Oct 30, 2024
  18. Spikee1975

    Spikee1975 Guest

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  19. wcwood92

    wcwood92 Well-Known Member

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    dbrunner#4864 Are the ini tweaks in the original post compatible with JetWash ’s mod or will one override the other?
     
  20. SGTDRE

    SGTDRE Well-Known Member

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    If you look at the OP posted ini settings, and compare them to what Jetwash has in the enhanced ini file you can see what can be or will be an issue, the image below is just an example using an old TSW3 ini file
    And what is not shown is at the bottom in the next image.
    AGAIN I stress this is just an example and an old TSW3 ini file that is OUTDATED
    upload_2024-11-29_22-22-1.png
    upload_2024-11-29_22-24-56.png

    Also, keep in mind, that DTG does not officially support -DX12, see attached image "from the support ticket I filed in reference to a TVL Class 37/5, 6E13 Tyne Yard - Redcar 13:16 crash with 2D map opening [which has been corrected]", while many players, I/We all do use it in the Steam launch options, As well as have it in the ini file which tells the game to run -DX12 {yet this is where DTG and TSW stands.} I personally have not had a -DX12 crash directly, this info is here as just that, info/FYI Us the info here to assist you and compare the ini settings before making any changes. You can also see the ini settings in-game to compare and also to see what you could/should and should not, may or may not add to the ini file in the documents folder. I hope this helps you.
    upload_2024-11-29_22-53-34.png
     

    Attached Files:

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  21. JetWash

    JetWash Well-Known Member

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    I have been using some of dbrunner#4864 settings in my main ini file for a while and was going to update the manual next time I update my mod to suggest their inclusion. I’ll pop here exactly what I’m using when I get chance but the vast majority of the tweaks work just fine together as they do different things.
     
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  22. JetWash

    JetWash Well-Known Member

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    To nick someone else’s phrase, ‘well they would say that, wouldn’t they’.

    The DX12 thing potentially shows a lack of understanding on that support persons part, but equally they have to strip things back to bare bones to get to the bottom of things. Not everyone has even the slightest clue as to how PC’s work under the hood, and can get themselves in all kinds of a mess. So whilst DTG haven’t officially said that TSW supports DX12 they don’t need to, because Unreal Engine 4 supports it natively. It wouldn’t work otherwise. I’ve used DX12 exclusively for years now (since TSW2) and never once had any crash caused by its use. Whilst a crash-log might reference D3D12 it’s not DX12 itself that causes the crash.

    Regarding ini changes, well yeah, but what a sweeping generalised statement they’ve made there! It’s a bit like saying ‘if you submerge your PC in bath water it might not turn on’. Of course you can cause crashes with incorrect changes in ini files, but with the ones that are official, tried, tested and correct there are no problems whatsoever.

    The only crashes I’ve ever had in TSW have been down to outdated mods, and the same applies to TSW5. The good ones will all be updated to work, so it’s worth checking that you have the latest version(s). The only mod I use now that consistently causes a crash is the AutoAnnouncer mod but I know when and where the crash will happen, and believe the benefits outweigh the crash to be honest.
     
    Last edited: Dec 14, 2024
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  23. Thorgred

    Thorgred Well-Known Member

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    most crashes i had where caused by an outdated/conflicting mod or an messed up dxcache folder
     
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  24. bartolomaeusz

    bartolomaeusz Well-Known Member

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    I would amend this to say NO ONE (including me) lol
     
  25. 5cip

    5cip Active Member

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    strange because without -dx12 the game has stutters which remain a few seconds and so its unplayable.
    and this without mods....
     
  26. SGTDRE

    SGTDRE Well-Known Member

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    DTG is doing the CYA on -DX12, I would hazard a guess it's another quiver in the arrow sack, to use when it is suited to do so, gotta have something to blame. Yes?
     
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  27. wcwood92

    wcwood92 Well-Known Member

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    You guys are awesome! That was really helpful. I was basically curious if I could put some of these in my main ini folder to see if they help with performance a bit.

    If I have a line appear in both the main ini and the God Mode dynamic ini, which one will take priority? Does the value entered in God Mode override the main ini file, or is it the other way around?
     
  28. SGTDRE

    SGTDRE Well-Known Member

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    I believe it would be the main ini file, but seeing that I have never modded TSW other than dabbling with ini edits. Jetwash or dbrunner#4864 would be better suited to answer this.
     
  29. JetWash

    JetWash Well-Known Member

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    This is what is in my main ini file at the moment

    [SystemSettings]
    ts2.dbg.JourneyChapterLockOverride=1
    ts2.save.CheckpointsEnabled=0
    ts2.RewardMonitor.ShowLowImpactNotificationsAsFull=0
    TimeOfDaySystem.VolumetricCloud.GroundContribution=1
    r.Streaming.LimitPoolSizeToVRAM=0
    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


    and then in my godmode ini in the game I've swapped

    r.Streaming.PoolSize=1000 (which is advised by Epic for the Ultra graphics)

    for;

    r.Streaming.PoolSize=7000
    r.Streaming.MaxTempMemoryAllowed=3000


    as per dbrunner's original post
     
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  30. wcwood92

    wcwood92 Well-Known Member

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    Thanks JetWash
    I’m gonna do some tweaking today
     
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  31. JetWash

    JetWash Well-Known Member

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    It’s smooth as silk to be honest. On WCMLOS my graphics settings are so high (higher than I ever imagined they could be) and it looks and runs perfectly.
     
  32. Quentin

    Quentin Well-Known Member

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    Is that a file, or is it in the console for godmode when it's running?
     
  33. wcwood92

    wcwood92 Well-Known Member

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    It’s in the godmode console under dynamic ini
     
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  34. wcwood92

    wcwood92 Well-Known Member

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    That’s what I like to see! I’ve been trying to eradicate some stutters across all routes so I’m looking forward to trying this
     
  35. JetWash

    JetWash Well-Known Member

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    I hope it works!

    With Lossless Scaling and these ini changes I now have the game running in 4K at 125% screen percentage (which is a fairly insane resolution) and it's as smooth as you like. What I hadn't mentioned is that I'm also running my WCMLOS ini way higher than the published ultra pre-set & I would never have been able to get anywhere near this before. FWIW this is what I'm currently using with the changes highlighted;

    r.ViewDistanceScale=3
    foliage.LODDistanceScale=6
    foliage.DitheredLOD=9
    grass.CullDistanceScale=2
    grass.MaxUpdateFrequency=60
    r.D3D.ForceDXC=1
    r.Shaders.FastMath=0
    r.StaticMeshLODDistanceScale=0.0001
    r.SkeletalMeshLODBias=-2
    r.Streaming.MipBias=0
    r.Streaming.PoolSize=7000
    r.Streaming.MaxTempMemoryAllowed=3000

    r.LightMaxDrawDistanceScale=5
    r.MinScreenRadiusForLights=0.02
    r.AllowLandscapeShadows=1
    r.DistanceFieldShadowing=1
    r.DFDistanceScale=10
    r.DistanceFieldAO=1
    r.BlurGBuffer=-1
    r.DepthOfFieldQuality=6
    r.RenderTargetPoolMin=400
    r.SceneColorFringeQuality=1
    r.BloomQuality=5
    r.FastBlurThreshold=7
    r.Tonemapper.GrainQuantization=1
    r.LightFunctionQuality=4
    r.Shadow.Virtual.ResolutionLodBiasLocal=1
    r.Shadow.DistanceScale=10
    r.ShadowQuality=5
    r.Shadow.CSM.MaxCascades=10
    r.Shadow.MaxResolution=6144
    r.Shadow.MaxCSMResolution=6144
    r.Shadow.SpotLightTransitionScale=6144

    r.Shadow.RadiusThreshold=0.01
    r.Shadow.CSM.TransitionScale=2.0
    r.Shadow.PreShadowResolutionFactor=2.0
    r.CapsuleShadows=1
    r.CreateShadersOnLoad=1
    niagara.CreateShadersOnLoad=1
    TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
    TimeOfDaySystem.AutoExposure.MinBrightness=3.6
    TimeOfDaySystem.SkyLightPollutionLuminance=0.2
    TimeOfDaySystem.BloomIntensity=0.17
    TimeOfDaySystem.SunIntensity=60000
    TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
    TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
    TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
    TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.000001
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
    TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
    TimeOfDaySystem.StarIntensity=28
    TimeOfDaySystem.MoonIntensity=1.0
    TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
    TimeOfDaySystem.CloudShadowVolumetricStrength=0.3
    TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
    TimeOfDaySystem.AutoExposure.SpeedUp=10
    TimeOfDaySystem.AutoExposure.SpeedDown=5
    TimeOfDaySystem.ColorGrading.ShadowGamma=1.04
    TimeOfDaySystem.MinimumCloudSpeed=0.375
    r.ToneMapperGamma=2.6
    r.ToneMapper.Sharpen=0.3
    r.Color.Max=1.00
    r.Color.Mid=0.53
    r.Color.Min=-0.0001
    gm.AutumnTreeMuliplier=0.55
    r.SkylightIntensityMultiplier=0.3
    r.Upscale.Quality=5
    r.TemporalAA.Upsampling=1
    r.TemporalAASamples=3.0
    r.TemporalAACurrentFrameWeight=0.1
    r.PostprocessAAQuality=6
    r.Streaming.FullyLoadUsedTextures=1
    r.Streaming.HLODStrategy=2
    r.LandscapeLOD0DistributionScale=3
    r.AmbientOcclusionLevels=2
    r.AmbientOcclusion.Method=1
    r.GTAO.Combined=1
    r.GTAO.ThicknessBlend=0
    r.GTAO.Downsample=0
    r.GTAO.FalloffEnd=200
    r.GTAO.FalloffStartRatio=0
    r.GTAO.SpatialFilter=0
    r.GTAO.TemporalFilter=1
    r.GTAO.UseNormals=0
    r.VolumetricFog.GridPixelSize=4
    r.VolumetricFog.GridSizeZ=128
    r.VolumetricFog.HistoryMissSupersampleCount=16
    r.LumenScene.FarField=1
    r.LumenScene.FarField.FarFieldDitherScale=100000
    r.Lumen.ScreenProbeGather.Temporal=1
    ts2.passengers.ForceStationSpawningOverride=1
     
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  36. wcwood92

    wcwood92 Well-Known Member

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    Thanks for that. Sometimes these lines of spaceless text make my brain hurt
     
  37. JetWash

    JetWash Well-Known Member

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    Mine too. More often than not I’m sick of looking at them :)
     
  38. wcwood92

    wcwood92 Well-Known Member

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    Don't blame you there.

    Also I just did a run on NY-Trenton with the tweaks you mentioned and it was smooth!
    ...other than the stupid signaling, but that's a different story :mad:
     
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  39. solicitr

    solicitr Well-Known Member

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    Well, I have, not because DX12 is inherently unstable, but because with TSW5, unlike previous iterations, DX12 overloads my antique GPU's very modest VRAM. Not an issue if your card has 6GB or better.
     
  40. maxipolo12

    maxipolo12 Well-Known Member

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    What is you CPU and GPU?
     
  41. SGTDRE

    SGTDRE Well-Known Member

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    Really, a -DX12 crash? which GPU are you using now, my biggest issue is "out of Video memory on PNY 4080" but I guess it does not help with all the mods I have installed.
     
  42. OldVern

    OldVern Well-Known Member

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    Is this mod purely for DX12 now?

    Just tried putting the latest files in the correct place, using the Low preset as recommended for DX11 and placed the extra entries in the engine.ini file. However, in game when I hovered the mouse at the top of the screen the usual mod menu no longer appears.
     
  43. SGTDRE

    SGTDRE Well-Known Member

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    No, it is not strictly for -DX12 but that is odd that you are not getting the menu popup, you have the latest version of god mode 0.5.1.1, a game reboot may get it back, "a glitch in the matrix"
     
  44. solicitr

    solicitr Well-Known Member

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    Radeon RX 580 with 4GB. As I said, antique
     
  45. SGTDRE

    SGTDRE Well-Known Member

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    as long as you can game with it, that is a good thing, for the longest time I was using a GTX 680.
     
  46. JetWash

    JetWash Well-Known Member

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    Bit of confusion here as this isn’t my thread. However, my mod works with DX11 exactly as it’s always done. I suspect you’re talking about WCMLOS and further suspect you haven’t updated GodMode. Remember it needs to be updated with every new release, and without the update you won’t see it in the game.
     
  47. OldVern

    OldVern Well-Known Member

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    Ah, sorry for wrong thread. Well I’m pretty sure I downloaded the correct one, in fact I even re downloaded a second time after the first occasion the menu didn’t appear. Knowing me, probably user error so I’ll keep at it!
     
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  48. dbrunner#4864

    dbrunner#4864 Well-Known Member

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    Since i got some random crashes on WCML and Fulda with JetWash Lighting & Visual Quality Enhancement high and medium presets and i suspect there was some issue with maybe in some instances the video memory would run out (i have 12gb seems is not enough) I have added these line in the Base section in Godmode as these will be used over JetWash's settings
    upload_2024-12-2_22-4-42.png

    r.CreateShadersOnLoad=1
    r.UseAsyncShaderPrecompilation=1
    r.UseShaderPredraw=1
    r.UseShaderCaching=1
    r.Streaming.FramesForFullUpdate=2
    r.Streaming.Boost=2
    r.GTSyncType=1
    r.OneFrameThreadLag=1
    s.ForceGCAfterLevelStreamedOut=0
    s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=0
    s.LevelStreamingComponentsUnregistrationGranularity=15
    s.LevelStreamingComponentsRegistrationGranularity=50
    r.Streaming.NumStaticComponentsProcessedPerFrame=350
    gc.TimeBetweenPurgingPendingKillObjects=300
    r.Streaming.FullyLoadUsedTextures=0
    r.Streaming.PoolSize=7000
    r.Streaming.MaxTempMemoryAllowed=3500
    r.RenderTargetPoolMin=1400

    I suspect in some rare instances the GPU will run out off video memory and crash or at least that is what i have experienced on my RX 6700 XT 12 GB Vram with any of the medium and high settings

    One of the setting that might work alone is r.Streaming.FullyLoadUsedTextures=0 (sugestion picked up on JetWash's thread ) since it reverts back to old streamer habit of loading just the textures that are needed, but i use all of my old settings since i have minor to minimal stutter and rock solid stability on all routes together with Jetwas's Lighting & Visual Quality Enhancement High preset

    For me all routes including Fulda, WCML and WCMLN are extremely stable with JetWash's presets but only if i use these ini lines

    Now maybe this only applies to me but If anyone else wants to try these i have posted the settings above :)

    Also if anyone somehow did not find out about mister JetWash work, i encourage them to try out this
    https://www.trainsimcommunity.com/m...sw-5-lighting-visual-quality-enhancement-v141

    Cheers.
     
  49. maxipolo12

    maxipolo12 Well-Known Member

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    a question, where can I find the shaders of the game?
    it was always in the data "saved" but there isn t any file anymore :(
     
  50. Ibanez074

    Ibanez074 Active Member

    Joined:
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    Gonna try this when next at my pc. I usually get a semi smooth 75 FPS capped on my 3070ti. However coming into Euston it drops to an unplayable 6 FPS, even with draw distance and sky reduced to minimum so hoping this will improve things.
    What I don't understand is if it's this easy to improve stuttering why on earth haven't DTG picked up on it and implemented it?!
     
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