Ray Tracing? - Tadami Route

Discussion in 'TSW General Discussion' started by iamachuchu#8180, Dec 1, 2025.

  1. iamachuchu#8180

    iamachuchu#8180 Active Member

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    Looking at the image from today's announcement of the Tadami line, do OctRM-UWTadami-WM-01 (1).jpg es this image show ray tracing being introduced?

    I know the game has lens flare on just one route, but with ini modding i can use that as standard on all my routes.

    but does this image hint at ray tracing for the game?
     
  2. solicitr

    solicitr Well-Known Member

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    I doubt it. Game performance is shaky enough as it is; ray tracing would destroy it.
     
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  3. cActUsjUiCe

    cActUsjUiCe Developer

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    Looks like some sort of god rays post processing.
     
  4. Trainiac

    Trainiac Well-Known Member

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    I think it’s just volumetric fog, I can get the same effect on ps5 IMG_2756.jpeg
     
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  5. pedro#1852

    pedro#1852 Well-Known Member

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    if they introduce ray tracing on tsw consoles will explode
     
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  6. subwayg0at

    subwayg0at Well-Known Member

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    I think this is just god ray effect under volumetric fog
     
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  7. raptorgb#8593

    raptorgb#8593 Active Member

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    As above its volumetric fog and screen space reflections, u can get a form of Global illumination via plugins using re-shade, the performance hit can be heavy so be warned LOL, but it does look good with natural light bounce and coloured reflections, i would imagine for DTG to add ray tracing would take a lot of work as i don't think it's natively supported in UE4, not to mention the optimisation they would need to implement to get the game running well (which they still havent managed)
     
  8. Es4t

    Es4t Well-Known Member

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    No, RT won’t be introduced for TSW anytime soon.
    What you see is probably volumetric and or dynamic lighting.
     
  9. Double Yellow

    Double Yellow Well-Known Member

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    And high end PC’s ;)
     
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  10. Princess Entrapta

    Princess Entrapta Well-Known Member

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    That is not at all what raytracing looks like, dunno where you got that idea.
    Look at the flat area under the seating with no shading. Or how there's no diffuse transfer of reflected colour to materials. The reflections are screenspace, too. All in all, nothing that says "raytracing" here.

    Raytracing is pretty distinctive. And this is not what it looks like. You may simply be confusing the term with "god rays".
     
    Last edited: Dec 2, 2025
  11. Princess Entrapta

    Princess Entrapta Well-Known Member

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    It's definitely possible to implement RT, and do it well, in UE4. Bright Memory: Infinite's a solid example of that, incredibly well optimised, to boot. knocks the socks off TSW running at 60fps with RT, and 120 without on Series X and PS5. But a lot of that comes down to it being built around those targets from the ground up, unlike TSW, and having a much narrower scope.
     
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  12. 21c164fightercommand

    21c164fightercommand Well-Known Member

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    Can somebody provide a few screenshots or a small clip of a vehicle's cab in raytracing?
    TSW's locomotive cabs all look pretty flat and are without proper depth and shade, i.e. looking into the footwell or up at the ceiling and the textures are as brightly and evenly lit as the control desk in front of me.
     
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  13. MarkCovz4761

    MarkCovz4761 Well-Known Member

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    This route looks amazing definetely a first day purchase
     
  14. Doomotron

    Doomotron Well-Known Member

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    The muddy reflections are the same screen space ones TSW has had since the start. No ray tracing here.
     
  15. Princess Entrapta

    Princess Entrapta Well-Known Member

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    I think some people hear the "ray" part of it and mistakenly expect visible beams of light, when raytracing is actually about much subtler interactions of light and surfaces, creating realistic shadowing, and how bounces of reflected light cause diffuse colour scatter. It's not about seeing the rays, it's about the impact they have on the materials along their paths.
     
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  16. mortal1234

    mortal1234 Well-Known Member

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    Looks nice anyway.
     
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  17. raptorgb#8593

    raptorgb#8593 Active Member

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    This give you an idea of what global illumination looks like using RTGI plugin in reshade.

    without:

    WithoutRTGI.jpg

    With:
    WithRTGI.jpg

    Hope this helps 21c164fightercommand
     
    Last edited: Dec 3, 2025
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  18. raptorgb#8593

    raptorgb#8593 Active Member

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    One in station for lighting:

    Without:
    PrestonWithoutRTGI.jpg

    With:
    PrestonWithRTGI.jpg
     
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  19. Doomotron

    Doomotron Well-Known Member

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    That’s not real RTGI. It might try to mimick how it looks, but it isn’t doing it very well because it looks completely terrible.
     
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  20. raptorgb#8593

    raptorgb#8593 Active Member

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    tell him https://www.patreon.com/cw/mcflypg that then, I'm sure he would welcome your insights
     
  21. Princess Entrapta

    Princess Entrapta Well-Known Member

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    It looks more like someone held up a jar of urine in front of my screen.

    It's far better to look at direct comparison videos which explain it in games which have both rasterised and raytraced modes. Hop to 12:45 here, for example:

     
    Last edited: Dec 3, 2025
  22. Winzarten

    Winzarten Well-Known Member

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    Oh, He knows, he just doesn't bother to explain the difference between screenspace raytracing and the 'real' raytracing.

    You cannot do proper raytracing at the level reshade and other shader plugins operate on. By nature, those are shaders, and can only work on framebuffers, which only contain screenspace information... so what's not on the screen (either hidden by another object, or out of the viewpoint), doesn't exists for the shader scope. You might also loose all light and material defining features (if there is no material buffer, you cannot i.e. tell how reflective a surface is), so it always will be a canned effect which will rarely look correct.

    Proper in-engine raytracing is not limited by screenspace.. one basic way how to check raytracing are reflections. Can you see in reflection things, that are not on the screen? Does things dissapear from reflection as they dissapear from the screenspace?
    https://www.youtube.com/shorts/YvVAxslEK5A
     
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  23. Doomotron

    Doomotron Well-Known Member

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    Real ray tracing would need to be enabled in the game itself, and no part of the game is designed with ray tracing in mind anyway.
     
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  24. stujoy

    stujoy Well-Known Member

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    Ray Tracing - didn’t he play left back for Partick Thistle in the 70s?
     
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  25. Princess Entrapta

    Princess Entrapta Well-Known Member

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    I think he was the surfer in ReBoot?
    raytracer.PNG
     
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  26. OldVern

    OldVern Well-Known Member

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    Indeed. Just a question of when. It has been teased so much now. Fairly sure it was on last year’s Xmas Season Of Reveals and here we are 12 months later, finally with some actual train running footage albeit sounds blotted out by the “Nostalgic Train” (which I still need to try) style dreamy piano overlay. Just hope it definitely comes out in 2026.
     
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  27. Doomotron

    Doomotron Well-Known Member

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    I used to know him actually. Decent bloke, but he needed a lot of money and power to work properly.
     
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