plethaus wrote:I really hope that DTG revisited the z buffer accuracy issue in TS2015. In 2013 they had it nearly perfect, where textures/polygons on close or equal planes didn't flicker when far away. Then when TS2014 released, they went back a step where many objects (especially locomotives and cars) flicker really badly when beyond 100 yards or so. It's possible they did this as part of their attempts to increase performance for users of lower-end hardware, but it would be awesome if we could at least get an option for the higher accuracy buffer to minimize all that awful flicker.
There's no doubt about it. AA and other graphics things, don't work as well since 2012. They upped the frame rates at the cost of visual quality.
My original retail copy of RW3 had good AA on 8 X MSAA, but not since 2013.
They may have tampered with the core game LOD. But I'm no expert in that. It would explain some things though.
Before 2014, I had nice edges, where my windshield wipers swiped, on my SD75. Now I have squared off areas, even with graphics on High or Highest.
Turning off TSX in 2012/RW3 also left the engines and cars looking nice, just without shadows and rain effects.
Now if a person turns off TSX, everything gets a dark orangesh cast about it.
They have slowly fouled it up....
