Hi all, I have shimmering foliage ever since I started playing the game. Tried so many different settings but none of them seem to fix it. My pc is high end and get 50 fps. What should I do?
For nVidia card go into control panel and profile for TSC (or create one if not listed) and set Anisotropic filtering to 16x (in game setting is 8x only) and set Texture filtering to High Quality, Anisotropic sample optimisation to OFF, negative LOD bias to CLAMP (although I have read somewhere that this doesn't actually have any effect), and Trilinear optimisation to OFF. Remember to save! What display res are you running?
Pardon my English, but what does shimmering foliage mean? Is it like flickering, or a permanent effect? (The synonym is shining.) Can you post a screenie, with pointing out what's weird? There are a couple effects that come to mind - Ctrl+Shift+F1 and a few more can adjust those mid-scenario. Adaptive Bloom is one that adds extra contrast to areas, something similar to "overbright" in games 20 years ago. Ambient Occlusion reduces light inside foliage patches. Not all plant parts support it, those may look out of the ordinary.
Mhm. I hope someone has an idea. I know that antialiasing causes a flickering effect (most visible with spring trees), also player trains in TSC usually don't entirely stop, causing z-index flicker (but when you press camera 8, that stops). Aside that I don't see anything outside of the ordinary.
I'm using default global 3D settings on the gfx driver (only using game-specific adjustments for games without inbuilt AA/filtering options - but you're free to override these and test which suits you best) Anisotropic filtering ingame 8x (it does not greatly impact foliage as your are viewing it at a near 90 degree angle mostly, anisotropy affects textures viewed at a low angle, such as trackbed and ground textures). Choose a good AA setting ingame - using FXAA only looks terrible (but is fast). I'm on FXAA + 2 x 2 SSAA which looks good to me, I like the smooth image which is produced. (Playing in HD) Also some developers forgot to auto generate mipmaps for their textures, I have updated some (BMG Welsh Marches is affected - heavy flickering), one for Wherry Lines v2.0. Z-fighting (textures that are close together, starting to "fight" for who's in front at a distance) can't be fixed afaik - it is a core rendering issue related to rounding errors and depends on the rendering engine.
And 30fps is a problem why? I can understand getting down to 20 frames and below is bad but 30 frames gives a smooth experience imho. Then again not being an fps player I never did get the fuss about high frame rates!
For me 30fps is a slideshow, particularly when trackside objects are involved (always). This is the good thing about options, we're both happy I assume. Now just ethcr has to decide, what is most important to him.
Most routes run at 60 FPS (capped via -FPSLimit=60) on my system. LIRR is the most demanding, going down to 24 FPS depending on traffic (due to the unoptimized M3/M7s). The patched NZ Midland Line now runs at full 60 . I choose to cap it to avoid rubberbanding effect, better to have a constant framerate than jumping up and down, and it's all I need, leaving processing power for other things. 30 FPS are something I can accept and have long played on my old system, kinda the low end. I wouldn't call it a slideshow, else you could hardly enjoy a 24 FPS celluloid movie ... do they even make celluloid films any more? The original DOS Doom ran at engine-capped 35FPS . Still enjoying this from time to time - you'll never run out of new WADs to play... the community is still active since 1994, that's quite remarkable.
I have put more anti analysing on it. Makes it look a tad better get 40 fps average. Any way to stop shadows flickering?
Using a decent graphics card, AA settings hardly have an effect on the framerate anymore. And LIRR is problematic due to its M7/M3 loco scripts which seem to make silly API calls on every frame.
Slightly similar but a little OT: I've noticed the shadow draw distance on tracks and some shadows is quite "short". Is there a way to increase the shadow draw distance?
I'm having some weirdness with my shadows, it's like the distant shadows are rendered in then they disappear and then they pop back in again short distance ahead of you, + I don't ever remember having the "TSW effect" short distance track shadow rendering in just ahead of you on TSC, if this is part of the "Optimisation of the game" then it's a dirty trick and it needs undoing. If however it's something I've done then I'd love to know what, RWE2 + AP SWEP2 maxed out settings in-game.
Apparently I've cured it, I think it must've been because the AP SWEP2 wasn't installed properly, I discovered this by trying to set up a random weather pattern in a scenario I was messing about with and not all the AP weather options were showing, a re-install fixed that and the shadow thing too by the looks of it.
Movies at 24fps are smooth. Because of steady and constant speed & motion blur. Game graphics lack this effect. In a way, 24fps is a condensed version of 72fps or more. I found that if TSC fps was below 58, it would often be obviously not smooth, even though it still has 55 fps. Sometimes it's worse than TSW stutter. When TSW is not stutter, 45fps is still smooth.
Oh well... no such problems here, and I can only dream of 50+fps. Sounds like micro-stuttering of some kind to me.