buzz456 wrote:...Also try shutting off the procedural flora...
Nine years of fiddling around with the editor and I never gave much thought to disabling Procedural Flora. Sure, it's a pain when it grows through a road within a couple dozen meters of the tracks but I would wind up under-painting the road with a texture that had no procedural anyway. I never would have guessed that a feature that seemed rather lame and ineffectual would impact performance to the degree that I just found out that it does.
I've been running a scenario on the Powder River Basin that has crashed near the end (or caused a train separation at the same spot) four out of four times. So, I come across this thread and think;
"If Buzz thinks that procedural flora is in some way connected to performance than maybe I should disable it and try that scenario again... It won't help, obviously, but I can say I tried it"
Well, the scenario finished with no crash for the first time. Results in one scenario should not lead to a definite conclusion one way or the other but here are some numbers I was looking at as I was running the scenario;
With Procedural Flora: Low memory usage 2700MB, HIgh memory usage 3100MB+
No Procedural Flora: Low memory usage 2450MB, High memory usage 2915MB
A savings of roughly 200MB across the board in memory usage in this particular scenario on this particular route has me convinced to leave procedural flora disabled from this point forward.