I remember posting about the 5.1 update, so in the same spirit here is UE5.2. This time with a simulated truck driving off-road and auto-generated scenery of 4km x 4km.
Looks beautiful and useful for open world games. Looking forward to how developers use these tools to their advantage to create unique and creative environments. Excited to see how ue5 will continue to evolve.
I can see TSW 3 being updated to use UE5 and a new route for it being Calder Valley Line Leeds City to Manchester Victoria/Preston via Bradford Interchange Halifax Todmorden separation for Manchester Victoria and Blackpool via Preston Blackburn
The section shown in this example is 4km x 4km. The current standard 16GB of RAM on 9th gen gaming consoles can easily accommodate that. If you stay in the displayed map throughout the whole game or level you can make it as pretty as possible. On the other hand, a complete TSW route (in high graphics settings) has a 360 degree visibility of around 50 km, depending on the terrain. In reality, even if the air is clear, up to 100 km are possible. Everything else disappears behind the horizon due to the rounding of the Earth. As a rule and for optimization reasons, graphic gradations are built into TSW routes, i.e. close-up areas are highly detailed, objects further away are shown minimally. This also often explains the annoying poping in effect with trees that are far away. The great thing about the Unreal Engine is that you can simply use or buy ready-made asset libraries to achieve photorealism quickly. So you can get great vegetation or rock material. However, when it comes to tracks, buildings or signals, i.e. railway assets in general, DTG will have built its own library over time, which 3rd parties may also use. The UE5 for TSW will probably only be used in a few years, when a great graphic and optimizing effect will be evident. Some new codes from the UE5 have already been transferred into the existing UE4 from TSW3, something like that is also possible. If you consider that every single released DLC has to be adapted for the new engine first and you still have in mind the chaos with the UE4 transition from 4.16 to 4.26 in TSW2. Then it's better to wait and improve the existing one...