The fight against low FPS, route builders, assets per tile

Discussion about RailWorks route design.

Re: The fight against low FPS, route builders, assets per ti

Unread postby imnew » Mon Dec 19, 2011 5:48 pm

SMMDigital wrote:As far as I can tell, 14fps is not a "safe mode" - it is simply the lower limit of what Railworks frame counter will display. If you run FRAPs, you will see the fps go lower than 14. And yes, I have experienced 14fps many times, especially in the Debutts section of the AND route. But, I will say that a better graphics card (or two) improves frame rates in dense asset areas.

Also, you have to lay a little fault in this with poor game optimization. I've run tests in dense asset areas where the frame rate was hitting 14, but the processors and gpus weren't even close to being maxed out. If the beta propaganda is to be believed, we may have improvments in this area next year. Probably just a couple of days before December 21st.



I sure hope the beta opens the hidden door so to speak for better usage of our hardware. Oh, and im thinking of getting a second gtx 570 card for my setup sometime next year.
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Re: The fight against low FPS, route builders, assets per ti

Unread postby NDORFN » Tue Dec 20, 2011 5:49 am

artimrj wrote:So you mean the Mayans and Hopies predicted Railworks would be flawless 12/21/12? *!twisted!*


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Re: The fight against low FPS, route builders, assets per ti

Unread postby SMMDigital » Tue Dec 20, 2011 8:54 am

Actually, if you believe the heiroglyphs, that is true. Railworks will lead to a great enlightenment stemming from the release of an update that makes the game perfect. This happens at midnight on December 20.

Then the world ends on the 21st. Just my luck!
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Re: The fight against low FPS, route builders, assets per ti

Unread postby SCLALINE » Tue Dec 20, 2011 12:40 pm

ive noticed assetblocks load slow when flying through in the editor or outside view, if your following a train at normal speed its not so bad
ive got a spot at callahan that really has a fps hit, and i cant figure out whats going on i think its my chain link fence so i optimizing it

how about detailing less the farther you go out say 2-300m from the tracks, ive noticed some route heavily detailed out for a long way on either side of tracks and honestly you cant really see the detail from the train
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Re: The fight against low FPS, route builders, assets per ti

Unread postby PapaXpress » Tue Dec 20, 2011 12:45 pm

.i think Jerry already mentioned this, but this is a good argument to properly use LOD on objects when you place them.
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Re: The fight against low FPS, route builders, assets per ti

Unread postby imnew » Tue Dec 20, 2011 1:18 pm

SCLALINE wrote:ive noticed assetblocks load slow when flying through in the editor or outside view, if your following a train at normal speed its not so bad
ive got a spot at callahan that really has a fps hit, and i cant figure out whats going on i think its my chain link fence so i optimizing it

how about detailing less the farther you go out say 2-300m from the tracks, ive noticed some route heavily detailed out for a long way on either side of tracks and honestly you cant really see the detail from the train


Thats the exact method im using, more detail closer to the tracks. This method "yields" the best performance in regards to fps. Just have to remember once i release the route, " Disclaimer, this is not a helicopter simulator" *!greengrin!*
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Re: The fight against low FPS, route builders, assets per ti

Unread postby SMMDigital » Tue Dec 20, 2011 1:56 pm

You've got old geezers flying around in bi-planes who complain if they can't see the edge of the Solar System and every asset in between, but my take on it is that this is a train simulator. The emphasis in on the track, rolling stock, signals, signs. Everything else is just window dressing.

As far as block assets, i've been experimenting with them trying to get optimal results. A few things i've found:

- 500 x 500 seems to be the maximum size that minimizes vanishing.
- One tree in a forest just doesn't look right. I use four or five trees, at 1000 per tree, with each block on top of the other.
- Use a low number - 100 to 200 - when using "Near" assets in a block. To many of these will slow down game performance.
- Paint the forest floor with "Forest Floor1" to fill in the gaps. The asset blocks dont do a very good job of simulating dense forest unless you use 20000 or so trees.
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Re: The fight against low FPS, route builders, assets per ti

Unread postby Machinist » Tue Dec 20, 2011 1:57 pm

imnew wrote: Thats the exact method im using, more detail closer to the tracks. This method "yields" the best performance in regards to fps. Just have to remember once i release the route, " Disclaimer, this is not a helicopter simulator" *!greengrin!*

Nor (maybe !*don-know!* ) a train model simulator... *!greengrin!* Your method (a sort of driver's eyes) is very good, players who likes to drive and live in cab as engineer (especially who don't own high end machines to play TS2012 at acceptable fps, like me) will be glad. !!*ok*!!
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Re: The fight against low FPS, route builders, assets per ti

Unread postby imnew » Tue Dec 20, 2011 4:49 pm

SMMDigital wrote:You've got old geezers flying around in bi-planes who complain if they can't see the edge of the Solar System and every asset in between, but my take on it is that this is a train simulator. The emphasis in on the track, rolling stock, signals, signs. Everything else is just window dressing.

As far as block assets, i've been experimenting with them trying to get optimal results. A few things i've found:

- 500 x 500 seems to be the maximum size that minimizes vanishing.
- One tree in a forest just doesn't look right. I use four or five trees, at 1000 per tree, with each block on top of the other.
- Use a low number - 100 to 200 - when using "Near" assets in a block. To many of these will slow down game performance.
- Paint the forest floor with "Forest Floor1" to fill in the gaps. The asset blocks dont do a very good job of simulating dense forest unless you use 20000 or so trees.


I fully agree with you. I've modelled the route so that there should not be any empty spaces when you pan around in the cab, the button 4 view along with " below radar flying " in the 8 view should give satisfactory results. Thank you for the tips on this issue. Your methods will be implemented.
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Re: The fight against low FPS, route builders, assets per ti

Unread postby g_nash » Tue Dec 20, 2011 5:10 pm

The editor does not give an accurate asset per tile .. what shows as 1 asset may in fact be 2 or more . Each texture applied to an model is classed as 1 drawcall , 1 drawcall = 1 asset . Example .. Barstow Tower on San Bar registers as 1 asset when placed on tile , it has 3 textures on the mesh .. 1 becomes 3 .
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Re: The fight against low FPS, route builders, assets per ti

Unread postby Chacal » Tue Dec 20, 2011 5:31 pm

Still a puzzling problem. I checked the tile where the repair hangar sits, on the Colton and Northern route, on which I get less than 1 fps with RW3. The editor shows less than 800 assets, and those are all pretty simple (e.g. group of low-poly houses or automobiles). I could see nothing obvious that could cause this problem. This has to be a problem with textures themselves.

I wonder if collision has anything to do with it? Collision detection often takes a heavy toll on 3D games.
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Re: The fight against low FPS, route builders, assets per ti

Unread postby g_nash » Tue Dec 20, 2011 7:12 pm

Chacal wrote:Still a puzzling problem. I checked the tile where the repair hangar sits, on the Colton and Northern route, on which I get less than 1 fps with RW3. The editor shows less than 800 assets, and those are all pretty simple (e.g. group of low-poly houses or automobiles). I could see nothing obvious that could cause this problem. This has to be a problem with textures themselves.

I wonder if collision has anything to do with it? Collision detection often takes a heavy toll on 3D games.


Things get compilcated when you take Collision Detection into account . Care needs to be taken when choosing items for use in routes , polygonal count is important but not as much as textures and shaders. Assets that are rendered as double sided ( not bf culled ) shaders should be avoided where possible . Grouped meshes are good , but , ya still need to keep an eye on the number texture sheets used , anyone building stuff should batch drawcalls for these and use lowest number of sheets and shaders possible . Route builders not sure of what uses what ,, you check with RW Tools form Mike Simpson or RS Bin tool from Ben Laws .

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Re: The fight against low FPS, route builders, assets per ti

Unread postby imnew » Wed Dec 21, 2011 3:22 am

g_nash wrote:Collision detection often takes a heavy toll on 3D games.

Things get compilcated when you take Collision Detection into account . Care needs to be taken when choosing items for use in routes , polygonal count is important but not as much as textures and shaders. Assets that are rendered as double sided ( not bf culled ) shaders should be avoided where possible . Grouped meshes are good , but , ya still need to keep an eye on the number texture sheets used , anyone building stuff should batch drawcalls for these and use lowest number of sheets and shaders possible . Route builders not sure of what uses what ,, you check with RW Tools form Mike Simpson or RS Bin tool from Ben Laws .

.


This is important information, it should have its own post in the route builders forum and "stickied".
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