If there will be a new TSW in the next 2 Years i better hope that they will upgrade to UE5. But regarding the PC Editor will this be the same for an upgrade from UE4 to UE5: At 7:40 - 8:30
Wont happen to soon they would have to rebuild every route again. I dont think they would do that and a lot of would complain than.
It have been said hundreds of time that it's way more complicated than just pressing a button and mickey mouse does the rest. Like other have said it's way more complicated than that. And what's the point even to change ?
Features like "Nanite", "Lumen" and "Substrate Materials", if they are implemented correctly, could improve visuals, performance and (gameplay).
From what I have come to understand about UE5 you would loose your entire collection. I would not want to be here the day they announce the new version contains 3 routes and that's it. No backwards compatibility. I might understand the decision but it looks like a very empty perspective for a train simulator. Probably worth looking at again lots of versions down the road (in a sale )
Also PCG (Procedural Content Generation) as show here at 3:40 to 4:43 could help decorating backgrounds of routes faster.
Oh let me say something about the editor. UE4 = 20 GB's UE5 = 100+ GB's Do you really REALLY want to add another 80GB's when routes are already 5GB?
Well, maybe a *NEW* TSW game should bring enough to justify to repay a whole new game, not just photo mode and volumetric fog. Of course old stuff would not be compatible but in a ideal world it would still be supported, debugged and people woulf be happy to upgrade or not.
UE5 really wont help TSW... I dont know why people think that. It causes way to many issues then it resolves.
You'll get manhours. The new routes would be for UE5, and none of your previously purchased routes or content would work. They are not going to go back to every single route/loco and spend 100+ hours PER ROUTE converting it to UE5. It would be like making all of the existing content again, for free.
If UE5 caused more trouble than it fixes no studio would be using it. UE5 is great, and speeds up development. The drawback is that new features are not compatible with the older hardware, and of course that we will leave the old collection behind.
The way to think about it is this. If you port everything across, then nothing changes, and you get little benefits, so may as well have not bothered. If you want to benefit from lumen and nanite you need to build everything with that in mind, none of it just magically happens. even if youc ould some how auto convert things, they wont be anywhere near as good as they would if they were authored with it in mind because they have different restrictions and you'd use them differently. UE5 also has a totally different landscape and world coordinate system, that's literally right at the foundation of *everything* in the game. It's a great improvement and unlocks some neat stuff but... there's no conversion here. Then on top of that, we've modified significant portions of UE4's code, all that needs re-doing to be the best way to do it in UE4 not just porting UE4 stuff into UE5 (because then you're still not much better off are you). There is talk of an import process that will import UE4 projects and make them magically UE5. I dont trust such promises and I absolutely guarantee you it hasn't met Train Sim World If done worthwhile, it's a long exercise. If done quickly, it's not worthwhile. That doesn't mean I don't want to do it btw, i'm just setting some expectations here. TSW still has plenty of room to grow in UE4. Matt.
I was thinking about this a couple days ago. As you say, making an UE5 TSW that is hindered trying to be UE4 compatible makes no sense. The thing is that if a UE5 version of TSW is released it doesnt mean that you have to automatically stop all DLC releases in the UE4 version, in the same way that we have TSW now but TSC is still releasing content and doing fine for those that still enjoy it. The new UE5 TSW would be its own game, but the UE4 version can continue to exist and have new content, specially if the new PC Editor brings more Third Parties.
Or a total rebranding with a transition development team so that both run concurrently for a period..
It was in the roadmap article that Matt said the editor is being released now partly because the core is more stable. I don't interpret that as being consistant with UE5 coming soon, and indeed I suspect it is an indication that the UE version will remain at 4.26 for the foreseeable future.
There are two ways to see this: They are going to start developing or are secretly developing the UE5 version of the engine. The main development platform would now be the UE5 version, so the UE4 version will not see more drastic changes and they could commit to making the Editor. This Editor will help to keep the UE4 version of the game alive with content (community + third party) while the UE5 version starts rolling, just because some people will not want to change to UE5 day 1 due to having to start with the collection again or needing to buy better hardware. What you said above.
Just a thought, but if DTG has decided that bugfix support isn't feasible for earlier versions of TSW, then the chances of continuing to support the entire UE4 TSW ecosystem after rebuilding in UE5 would be....?
The chances of fixing old DLC would remain the same as they are now (low), but going forward you should find that newly released UE4 DLC should be more stable and have less bugs. It is not the same to develop a DLC always with the same set of proven tools than having new tools to test and learn with each DLC if that makes any sense.
Of course not, considering the fact that they can't be asked to weed out regular bugs in older content. But I don't care about old content. It won't ever be touched by the Devs again, regardless of what engine is being used. But hey, I'll enjoy driving through a light pole on RSN for the fourth time, because why not.
If a new game comes in UE5 it's the locos that matter not the routes. The whole collection we have already can remain in TSW UE4. Locos are what breathe life into a route. If a UE5 game is even in the distant horizon for TSW, going forward, if possible locos should be made for both versions. Not the routes. Then when TSW UE5 is launched we have these new routes that already have a bunch of locos to flesh them out. As it stands in TSW3 the game looks stunning. I don't expect major improvement for TSW4 but the volumetric fog will create atmosphere. I don't think a UE5 game is needed yet. In the future maybe, but stock is what matters, not routes. The routes will always be here in TSW4.
Fog that forms along rivers and hollows would be pretty cool. Not sure if an elevation map would be workable.. that sort of early morning mist that burns off as the sun rises..
Maybe a good question Matt would be: Do the new graphic features (fog etc. ) Impact the graphic demand of the game and how? Is a decrease of 10-20% to wait ? No loss ? Gain ? (Huhu)
It was mentioned in the livestream, but the volumetric fog does have a performance impact of a few fps (not a whole lot) and a greater graphical demand meaning it is only available on xbox one x (only because it has enough memory), next gen consoles, pc with an option to toggle on and off. Ps4 and xbox one s will not have the new feature.
Since I am using three 1080p monitors, using volumetric fog will be undesirable because the FPS will drop drastically, likely double the drop of a single monitor. This is not science, just my experience and opinion. Willing to try it though. Since I started using three monitors, I just won't go back to one. The first thing I do in any sim or game is set it up on Nvidia Surround. It's my downfall though, because I generally have to turn down graphics settings to get a decent frame rate. I wanted to get three 4k monitors but, well, that's a slideshow waiting to happen. In TSW3, however, I am able to keep graphics at Ultra mostly with tweaks I've gleaned from this forum thanks to many individuals. I will be buying TSW4 but I that upgrade isn't thrilling me and I'll likely keep it disabled.
My question for you is..... Is TSW truely built in UE4? The convertor works for regular UE4 but.... dont forget, TSW is built in a custom version of UE4 - chances are it is a tad more complicated then just clicking a switch and converting it all.
then why cant they make a custom version of ue5? Im sure they can do it. Or at least give us options between ue5 or ue4?.
Options between the two???? What?????? That'd be so pointless... Again - Converting CUSTOM based engines is harder then if it completely normal.
If you had been paying attention, you would know that converting the core engine to UE5 would immediately make all existing DLC content - right through TSW4 - obsolete and unusable. Nor could any of it be "ported" or "converted" as was done with earlier engine updates within UE4; it would be incompatible right down to the ground. Would the player base stand for having their collections completely wiped out? I really doubt it.
One of the stated reasons for not releasing a an editer until now is due to UE4 engine upgrades that were planned (TSW2020 to TSW2 to Rush Hour) that would render any user content requiring an upgrade / rewrite each time there was an upgrade. Assuming this is true, since an editor is now here then clearly we're on a stable engine version so don't expect an upgrade to UE5 or any anything else any time soon (perhaps at all). That may be reserved for a brand new game in the future.
Are you a developer? It's already been explained by a 3rd party developer that moving to ue5 requires rebuilding the entire dlc. The way the track and route building works is completely different. The only thing that could be reused is like the 3d model and meshes and maybe sound but even those might be very different. Now imagine doing that for 80+ dlc. That would take years of work.
I mean I knew this from a freind who works with UE5 but like - What 3rd party developer out of curiousity?
Unreal 5 will never ever happen on TSW it would take a whole new Train Simulation from Dovetail to have it happen so don't look at next year bring so folks yes TSW5 will mostly happen even know we all know well us OG's know that its the same old TSW2 when they moved the engine number
I’m sure there’s a ‘long term’ plan which naturally we aren’t party to, and it’s likely that at some point either TSW or a new game will end up on UE5 but the question has to be asked right now, is it actually necessary? I don’t think it is. UE4.26 is a capable engine and the game is doing just fine on it. Personally I think DTG have got a fair distance to go the get the most out of it but things like volumetric fog and addressing the flickering OHLE are definite steps in the right direction. Part of the reason TSW4 wound me up to such an extent though was the absence of what I see as the ‘big ticket’ items. DLSS/FSR, DX12 and so on. I’d also hoped to see more by the way of customisation built in to the game by now, so we’re not constantly having to hack ini files to make the game befitting of the processing power that is available in 2023. Do we need UE5 to facilitate that? In my opinion no, not at the moment. Do we need DTG to push the development of the game a bit harder? In my opinion yes, we do. A perfect example of this being that when answers exist to the stuttering it’s not really good enough that on the 5th or 6th iteration of the title it hasn’t been touched at all, or at least not in any way that’s perceptible.
Is there honestly any point in these discussions when it has been said many times that there is little benefit?