Thoughts On Ue 5 And Optimization From The Thames Valley Creator Interview

Discussion in 'TSW General Discussion' started by operator#7940, Jul 15, 2026 at 1:33 PM.

  1. operator#7940

    operator#7940 Well-Known Member

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    (original discussion)
    https://www.rail-sim-community.com/...view-with-train-sim-society-the-optimization/
    --
    I post it not just because of the route(s) which looks kind of quaint and cute, but also for the brief discussion of optimization and UE 5.

    The developer says that there is no real advantage to going to UE 5 since they have the "same limitations" and that "optimization" was up to each developer by taking "shortcuts."

    This isn't the first developer that has said this, although folks keep tossing around UE 5 as some sort of "magic bullet" that DTG NEEDS for TSW to expand. From these comments it seems that it's not necessary and UE 4 is fine, it's just the actual details of the route that need to be ironed out better in the design phase with these "shortcuts"... not the UI being used.

    Now here's my take as a project manager in the past (not in video games however.)

    Bigger teams can create more, but communication becomes crucial. The more hands you have in the pot, the more chance for potential conflict simply because you aren't always watching what everyone else is doing on the team. You are too busy getting your own work done. That's just the nature of joint projects.

    I wonder how much of the bigger projects being less optimized is because there's multiple developers working on it, while smaller routes have 1 or 2 developers who are each handling more and KNOW what they're optimizing.

    If you're a single person doing everything, you know what "shortcuts" you took or how you programmed something. If you are part of a larger "team" then you have to really communicate a lot or things might get lost along the way. Then the QC later is ANOTHER set of eyes on the same project that don't know how it was made, just how it looks from the outside.

    It works here with "smaller" projects because 1 or 2 people can easily work alone or side by side and work almost as one mind on it. However, that does limit the scope a bit to these smaller projects (and/or smaller scope like this route that's maybe 20 miles and just one locomotive, no layers, etc) That's not bad. It's just how much a person can reasonably handle.

    When you expand projects you take on some risk with more people, more labor management and more crucial communication.


    What is your take?

    Video interview here
     
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  2. lexie

    lexie Well-Known Member

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    The size of development team can have pros and cons. It's all depending on the knowledge in the first place I guess. A single developer with a lot of knowlegde can make a good product, but has to do it all alone. With a team, you have most likely more knowlegde and you can help each other, however with big teams, you often see communication becomes a problem as everyone does just his/her own part.

    UE5 does offer some new techniques, however this comes with a performance cost. Switching to UE5 will not solve the current issues and most likely you will get more issues in the end. They're now on a old UE4 version and there is no support for FSR and DLSS for example, I believe those techniques where not supported right out of the box on this UE4 version.

    If you look at UE5 games, the overall experience is not great, bad performance and low resolution. Consoles are not happy with UE5 games, unless you not use techniques like Lumen and Nanite. Leaving out those techniques are even more reason not to switch to UE5.
     
  3. fpriotto520

    fpriotto520 Well-Known Member

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    In my opinion, TSW has poor graphics, especially when not played in environments with predominantly sunny weather.

    If switching to UE5 can improve the situation, then it should be done.

    If better work (?) by DTG on this current graphics engine can improve the situation, then it should be done.

    Doing neither will leave TSW mediocre.

    Before any misunderstandings arise (the usual ones), it's important to clarify that switching to UE5 means developing a new rail simulator from scratch.
     
  4. operator#7940

    operator#7940 Well-Known Member

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    What is your standard for "good?"
    Why do you think UE 5 would be better?
    I do think there's a newer version of UE 4 available with more options, not sure if that'd be difficult to port over or not.
     
  5. lawn.chairs

    lawn.chairs Member

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    A software developer gives a reasonable and well-informed opinion.

    At the risk of stating the obvious, every extra mile of TSW route is an extra mile's worth of developer design, implementation, QA, all of which are measurable in units of time. Managing larger software development teams is a professional art for which huge companies pay obscene amounts of money to consultants to try and figure out, and they still manage to screw it up. It's hard, and "but this version or that version is better for the user" is almost never a decision without consequence, and the best make those choices thoughtfully and with as much information as they can reasonably gather.
     
  6. fpriotto520

    fpriotto520 Well-Known Member

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    I just explained it above.
    I challenge anyone to say that TSW, with, say, medium cloud cover, can be considered a graphically acceptable product in 2026.
    Are Lumen and Nanite good or bad?
    During MR's development, DTG raved about these features.
    Now they're obsolete?
    There are also has other flaws that completely ruin the immersion, not directly related to the graphics engine.
    Like flying cars...
    But that's another story.
     
    Last edited: Jul 15, 2026 at 5:39 PM
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  7. operator#7940

    operator#7940 Well-Known Member

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    You didn't compare TSW to anything above. You just said it's vaguely "poor."

    That's why I asked what you were comparing it to.
     
  8. fpriotto520

    fpriotto520 Well-Known Member

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    Everyone has their own opinions.
    But when I hear that a graphics engine like UE5.8 is no different from UE4 (which is over 10 years old and no longer supported by Epic), I feel a little disappointed...
     
  9. raptorengineer

    raptorengineer Active Member

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    there is and that unreal 4.27 and it support dlss 3.0 and i think fsr plugin. matt said something like it take few months to upgrade from 4.26 with nothing else being worked on. i think he said there little benefits. i tried to fine the post matt posted but it gone.
     
  10. Wivenswold

    Wivenswold Well-Known Member

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    Reading this as an old duffer and someone who has merely been a spectator of the growth of gaming since the early 80s.
    Is there a bigger problem here? Have we reached the outer limits of games development or at least games that can be played on consoles and reasonably priced gaming PCs?
    Is the next step-up going to require major developments in hardware and a possibly very expensive jump in the cost of games machines for the end user?
    Is the next stage going to need super-fast broadband as a game's world environment is streamed?

    Is the dream of an simulated world looking 100% like real life never going to be possible?
     
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  11. fpriotto520

    fpriotto520 Well-Known Member

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    The dream of a world simulated 100% like reality will remain an illusion, but a simulated world crafted with a little more care would be desirable...
     
  12. Inkar

    Inkar Well-Known Member

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    I think most people did not really understand what Johannes said about UE 5.

    First, you need to keep in mind what the questions was. He was asked what was the biggest technical challenge.

    He said UE5 makes some things easier, but it is not a magic button that fixes it all. Yes, UE5 removes the need for rebasing, handles loading the scenery better and nanite pretty much removes the sensation that an object is being replaced by another as it gets closer. Those are all improvements.

    BUT it does not remove memory requirements, doesn't remove the need for the developer to still think about how many things can be placed in the world, how the frame rate will be for most users, etc ... UE5 runs great in good hardware, but it does not automatically remove all (or most of) the work related to managing performance from the developer. This was the question that was asked to him and what he was answering to.

    Keep in mind that all these improvements UE5 brings have hardware requirements, and if your hardware does not meet them your performance is going to tank hard.

    Also, as others have mentioned, you need to remake all the content for UE5 to make use of the new features. They can't just load the UE4 project in UE5, press "compile" and ship it. Not even close.
     
    Last edited: Jul 15, 2026 at 7:16 PM
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  13. operator#7940

    operator#7940 Well-Known Member

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    Good point Inkar.
    Windows 11 has significantly higher hardware requirements than Windows 10 so older machines struggle with the newer system. It's approximately twice the memory requirement of the older program.
    Plus there are software minimums you must have too. (Direct X12 is required vs DirectX 9 I believe)
    I don't know what UE5 requires, but there is SOME increase that would make older systems and consoles obsolete even quicker.
    That's before the added work requirement to rebuild the whole game in the new system.
    I still haven't been sold on just how much advantage would be gained for all that cost.
     

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