TS2017 live

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Re: TS2017 live

Unread postby Ericmopar » Tue Sep 20, 2016 6:16 pm

peterhayes wrote:The ultimate, ultimate guide to CLP's here on RWA viewtopic.php?f=6&t=11182

NW - where in the TS2017 menus can you set a frame rate limit?
rather than from within TS2017 menus itself


pH


You better go back and read his whole post, rather than skim it Peter. That isn't what he said.
Although you were right about the ultimate start up codes page being here.
Skimming is a real problem around here. *!rolleyes!*
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Re: TS2017 live

Unread postby peterhayes » Tue Sep 20, 2016 7:22 pm

Eric
I must be going mad ! !*roll-laugh*!
It was the syntax of the sentence that fooled me:
Route editor performance seems a little better though that may be more down to my enabling the FPS lock (at 30). For some odd reason has to be done via the Steam properties CLI rather than from within TS2017 menus itself and I also noted at this particular juncture the game has no ability to select vsync, so it's not trying to overload your GPU with more frames than it can display.

I assumed that NW could set the fps limit via TS2017 menus - was he talking about route editor properties??????????????
I am totally confused must be the differences between American English and English as she is spoke. !*roll-laugh*!
Thanks for the heads up.
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Re: TS2017 live

Unread postby NorthernWarrior » Wed Sep 21, 2016 9:14 am

Sorry guys. Just to clarify... there is no option within TS2017 itself to either enable vsync or the FPS limit. The only options are related to the cosmetic quality, view distance etc. and "tech-light" such as anti-aliasing. There's certainly nothing within the route editor sub menus themselves to cater for that. It just seems rather odd that the only way to apply these measures are from within the Steam jacket and, other than picking up on the fact via the forums, the availability of these options - which could assist greatly with the player experience - are not widely documented.
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Re: TS2017 live

Unread postby Ericmopar » Wed Sep 21, 2016 11:07 pm

NorthernWarrior wrote:Sorry guys. Just to clarify... there is no option within TS2017 itself to either enable vsync or the FPS limit. The only options are related to the cosmetic quality, view distance etc. and "tech-light" such as anti-aliasing. There's certainly nothing within the route editor sub menus themselves to cater for that. It just seems rather odd that the only way to apply these measures are from within the Steam jacket and, other than picking up on the fact via the forums, the availability of these options - which could assist greatly with the player experience - are not widely documented.


You have to set V-Sync in your GPU's control panel.
This sim usually prefers other settings in the GPU controls too. Like setting pre rendered frames to 1 for some reason. In theory it should run better with 2 or more.
I remember when we could set 0 in pre rendered frames. That used to be the best setting for that for me.
And you should set settings for the program itself in the GPU, CP menu, rather than the Global settings.
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Re: TS2017 live

Unread postby peterhayes » Thu Sep 22, 2016 12:04 am

Eric
This sim usually prefers other settings in the GPU controls too. Like setting pre rendered frames to 1 for some reason. In theory it should run better with 2 or more.

I guess that the reason for that is that TS does not have config file (cfg) as other sims do eg FSX have so you have to set any instructions like PRF, vsync, etc. externally. However, some instructions may not work if set via NVidia CP (NVI), that will depend on how the NVCP/NVI interacts with TS2017 code, and at what point the instruction is used (if at all) by TS2017.
A lot of instructions set in NVCP or NVI may not actually work in TS2017, as far as I know there has been no universal compatibility bit found that allows NVI (and NVCP) to interact fully with TS2017 (back to TS2012).
Personally, I do not see any difference in quality, performance or lag using PRF 0 to 4 on 3 PC's - I accept that other systems may vary. Also GSync/freesync monitors bypass the need for pre-rendered frames.
Is this "1" setting just on your PC or is there a reference that this is a universal setting for TS2017?
Regards :D
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Re: TS2017 live

Unread postby buzz456 » Thu Sep 22, 2016 8:14 am

Going way off topic again.
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Re: TS2017 live

Unread postby NorthernWarrior » Thu Sep 22, 2016 11:24 pm

Update - still looking good on the performance issue in TS2017 RE vs. TS2016 RE. I spent about an hour and a half yesterday evening laying track and tweaking terrain without SWMBO complaining the laptop fan was drowning out her TV viewing.

However... one thing I have noted is that using the easement tool when laying track, the guide lines are now so faint as to be almost invisible against the underlying terrain with or without GE overlay enabled. Not sure if this crept in with TS2017, whether something gave in an earlier update or - most important, whether there's any setting I can change to increase the contrast.
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Re: TS2017 live

Unread postby krellnut » Sun Sep 25, 2016 12:57 pm

most important, whether there's any setting I can change to increase the contrast.


There is. Set anti-aliasing in game to off and check the contrast on your lines.
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Re: TS2017 live

Unread postby Rich_S » Sun Sep 25, 2016 5:38 pm

So far the only thing I've noticed is the odd graphic anomaly still exists in the traffic spawner. aka, the large black and brown rectangles that seem to travel along the highways. This has been noted before in TS2016 and still exists in TS2017

http://railworksamerica.com/forum/viewtopic.php?f=29&t=13559&hilit=Montour#p154838
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Re: TS2017 live

Unread postby OldProf » Sun Sep 25, 2016 6:32 pm

I spent some time looking at TS2017's Settings menu and came across something that may be new. It is now possible to choose to make messages pause a scenario: an effect similar to what happens with LUA-generated messages, obviously without the need to get involved with LUA coding. Is this new or have I just not noticed it before?
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Re: TS2017 live

Unread postby AmericanSteam » Sun Sep 25, 2016 6:45 pm

OldProf wrote:I spent some time looking at TS2017's Settings menu and came across something that may be new. It is now possible to choose to make messages pause a scenario: an effect similar to what happens with LUA-generated messages, obviously without the need to get involved with LUA coding. Is this new or have I just not noticed it before?

It has been there for a while. I have been using it for at least a year.
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Re: TS2017 live

Unread postby buzz456 » Sun Sep 25, 2016 7:39 pm

Rich_S wrote:So far the only thing I've noticed is the odd graphic anomaly still exists in the traffic spawner. aka, the large black and brown rectangles that seem to travel along the highways. This has been noted before in TS2016 and still exists in TS2017

http://railworksamerica.com/forum/viewtopic.php?f=29&t=13559&hilit=Montour#p154838


This is from the rsdl assets and there is a fix I put on here somewhere.
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Re: TS2017 live

Unread postby Rich_S » Mon Sep 26, 2016 4:37 pm

buzz456 wrote:
Rich_S wrote:So far the only thing I've noticed is the odd graphic anomaly still exists in the traffic spawner. aka, the large black and brown rectangles that seem to travel along the highways. This has been noted before in TS2016 and still exists in TS2017

http://railworksamerica.com/forum/viewtopic.php?f=29&t=13559&hilit=Montour#p154838


This is from the rsdl assets and there is a fix I put on here somewhere.


Buzz, Is this the fix you are referring to?

http://railworksamerica.com/forum/viewtopic.php?f=6&t=14756&p=167553&hilit=rsdl+assets#p167553

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Re: TS2017 live

Unread postby buzz456 » Mon Sep 26, 2016 6:04 pm

Yes.
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Re: TS2017 live

Unread postby Rich_S » Wed Sep 28, 2016 8:00 am

Buzz, Thank you, it looks like that fix worked !!*ok*!! !*cheers*!

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