the overhead wires can look like too many lines of blackness now why not make it some kind of grey lines instead that might look better
I think the OHLE is fine, the issue being they’ve only changed the main wire. All the supporting structure seems to be as it was, giving this odd illusion of this unsupported snake disappearing off into the distance. Only when you’re close enough for the supports to become visible does it makes sense.
IMHO too thick and clunky, like early Trainz or Hornby Dublo from the 60’s. It has been mentioned in other threads and noted by DTG but whether they will action the concerns is another matter, given opinions seem a bit divided. An option to use the earlier rendering style perhaps a solution, if that’s even possible.
For me, if it’s a choice between what we have now or the flickering I’ll take the thicker wires any day. If they can find a way to get the best of both worlds then everyone’s a winner.
Could also be perspective. Viewing from the head out position on Flying Scotsman didn’t look quite so bad, but sat dead centre in the Azuma cab it does.
I think it was a solution applied to resolve flickering and the asset 'popping'. I don't think its a very good solution as every other thin asset in game (fences, poles etc) still flicker. It needs a rethink of how the anti-aliasing is applied as clearly TAA is not acceptable while stationary and the other options are graphically very poor, LOD issues are borderline critical unless engine.ini fixes are applied and so on.
Yes I am not a fan either. I think them being jet black does not help and perhaps what is making them look chunkier.
I think the only real solution to this will be DLSS! FS2020 flickers like hell under certain circumstances with TAA but with DLSS it is about 99.8% eliminated.
i agree DLSS would be awesome at least in most other games it is you never know on how it ends up if being used in TSW
The problem then is that it's a fix that only works on certain PC hardware. DTG are trying to find a compromise that works on the console versions too. This swing was a miss, but worth a try.
FSR, the AMD version of DLSS, works (or will shortly work) on both the XBOX and PS5. When I say DLSS I mean DLSS and FSR, apologies I wasn’t clear there. There has to be a point where we all accept that it is impossible for this game to progress whilst maintaining parity across all platforms, including some very old tech. Does another game exist that is trying to have the same feature set on Gen 8 console than it is on Gen 9 & PC? By definition that isn’t possible. Rather than cater to the lowest common denominator I believe DTG need to be a bit more forthright in painting a more truthful picture of the future of both Gen8 and the game in general. TSW4 is the first time we’ve started to see real divergence between the platforms. Forgive me, but I do believe that to suggest the platforms that can have DLSS/FSR shouldn’t because it’s not available on Gen8 consoles won’t do the game any good in the long run.
I would definitely be supportive of some capability and branding distinctions between the platforms. 3rd party hardware in game advertising opportunities pop into my head for some reason as an additional revenue source for DTG... More radically, it might even be time for a refresh and reboot in a completely new title but I can understand the consequences and challenges involved in that. In my view it's definitely an opportunity rather than a crisis although probably not at this precise moment in time where maximum effort is rightly being exerted at the current point of pressure.
But that would mean that DTG would have to actually update the game engine. I was just reading in a reply to another thread (now locked), someone calling TSW4 "a 2023 game". It gave me a good chuckle.
That’s a more philosophical, bigger picture point. Mine is that TSW should have had DX12 and DLSS/FSR a long time ago. It looks like it’s coming (although frustratingly only DX12 initially) and the sooner they both do the better. A massive issue with TSW4, in my eyes at least, is that yet another iteration of the game has come and gone and it still, officially, uses DX11 and FXAA/TAA. It’s not a good look when DTG are streaming content in 2023 using FXAA (which is ancient and, well, LOVE) as the AA solution. No wonder the game is flickering! That, if nothing else, should tell us all significant progress needs to be made in this area.
No they wouldn’t. DLSS and FSR are simple plugins to UE4 ready to go at a moments notice. DX12 is already there.
My bad. Im the first one to hold up my hand at this point and announce my ignorance of technical matters. Im with you now.
Unfortunately, FSR is still a lot weaker when it comes to things like fizzle on surfaces like fences, and ghosting of the sort you also get with TAA artifacts, so in its current state it isn't an optimal solution here. I absolutely believe it needs to be implemented in TSW, but it's not the answer to this specific problem.
Remember FSR 3.0 is due any day now, if it’s not already here. https://www.pcworld.com/article/204...-starts-supercharging-games-in-september.html
So this is the end result? To me it looked like it was only really problematic on ECML and just needs some more tweaks