I wonder why the is so less feedback to volumetric fog right now? For me it is a brilliant looking new feature! I did some services on Lindau - Blundenz the other day and Dresden Riesa as well and suddenly the weather turned into a thunderstorm. Volumetric fog increased the immersion of driving in heavily pouring rain so much for me. And it is looking good even if it is not combined with rain but only with foggy autumn conditions. But in my oppinion it would be great if a small amount of volumetric fog is added to every raining condition. The only BUT is - the normal head lights (signal lights) of the train must be strong enough to lighten the scenery without the need to use the bright lights, On the 146.2 this works pretty fine, as an example. But the headlights of the Talent 1 are too dim too see enough during night conditions. I think DTG has to bare this in mind for future locos. Such new features like volumetric fog are cool, but the rest of the game must correspond with them. Hope that the Talent 1 will get better headlights with an update. And I'm looking foreward to see which of the locos of my collection works well with volumetric fog and which won't.
It’s been implemented very well. And nicely optimized. And if you see comments that it is just an on off switch it is from people who haven’t got a clue about game engines lol. It definitely helps immersion into the game.
It’s nice & does look great, though it’s not very playable with certain trains, using the headlights in F125 for example, in fog, is quite an experience.
I, for one, think that the volumetric fog on TSW3 routes is perfectly optimized and very well balanced. You can tell that many seconds have been spent dialing it in. As an example, let's look at the Bremen-Oldenburg route from the cab of a BR425. High Beams: Taillights: View from the outside, demonstrating lack of actual foggy weather: Very realistic and immersive lol.
I like this aspect. IRL heavy fog and strong lights do not mix together well, as light will reflects off the droplets the fog is composed off. Airplanes i.e. might have to reduce lighting (strobes lights, landing lights) when flying through foq to avoid self-blinding the crew. I think US trains would benefit from one lighting step below Dim, called "Europe" so the lights are usable in fog
It does look good from what I've seen from screenshots etc and I can imagine it creates an awesome sense of immersion. JetWash has done some impressive work on tweaking it here and there and on his screenshots the effect was very good!
On Bremen - Oldenburg the high beams are are way to strong for volumetric fog at night. On Xbox at least. It's amost unplayable as you can see literally nothing given how bright it is. Only way to play then is to turn volumetric fog OFF at night on Bremen - Oldenburg. It depends on route and loco if volumetric adds to the immersion at night or becomes just a annoyance.
There is a dimmed state... but on Bremen - Oldenburg all train lights are generally unnatural bright. On other routes it looks ok Made a short video from Xbox
I think it's really well done. It's implemented naturally and subtly, which isn't always the case with TSW. So, kudos to DTG and i hope the lighting and weather improvements continue Also pretty please DTG, can you backport tunnel/bridge reverb to the older routes?
I think it depends on the person or team which implemented the lights of a certain train. The normal lights (signal lights) of the Talent 1 from Vorarlberg f.e. are slightly too dim, so that it is really hard to impossible to read things like hectometer boards by night. The high beams doesn't help than by foggy conditions. Mike Goltz did in my opinion a fantastic job when adapting the lights of the older trains for the new Dresden-Riesa version. Especially for trains like the 406 or the 112.2 which have nearly no light cone in older versions. The 406 ICE3 was nearly impossible to drive by night on old DRA, especially at rainy or foggy conditions, now it is - which is also caused by the better sky. With this trains it is a real pleasure to drive at night with volumetric fog. Try a thunderstorm by night at DRA, it looks great!
It has not been implemented, just activated in the DLCs. It´s a native feature already available in Unreal engine even at the time earlier versions of the game were published. Same thing happens with volumetric clouds, ray tracing, DX12, shaders generation on load instead of on real time during playing as we have now, etc. Those features have been always there and many games have been using them for years while we were forced to live in the medieval era here. Remember we have Unreal v4.26 since TSW2 and that´s the same engine version TSW4 still uses. Cheers
So they just sold us a new feature, that has been always there already, by just activating a checkbox and marketing it as new feature?
Makes me wonder when they're selling Xbox series X users improved render distance, that has been tuned down, ( confirmed for the Austrian route at least ) because of the Series S " gen 9 " cripple
With new fog the nights are brilliant. But why without it the nights are so bad? Where is the glow cities? Where is a glow from light sources without fog? Where is the freaking headlights without fog? Why do I see glare from the meeting trains with fog, but nothing without fog? It doesn't cost you any fps, so why just doesn't add all of it WITHOUT FOG?
Yes. Feature was introduced in Unreal v4.16 (see below). That was the engine version TSW1 was using, if I´m not wrong. TSW2 used v4.23 and later on they updated it to v4.26, being that version the same one we had in TSW3 and in TSW4 now. https://docs.unrealengine.com/4.26/en-US/BuildingWorlds/FogEffects/VolumetricFog/ Cheers