Question and Answer session with RailSimulator.com

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Kariban
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Re: Question and Answer session with RailSimulator.com

Post by Kariban »

The fix is to use less objects! the other fix would be for someone to knock up some low-poly static stock to use in yards. But yes, more items means more items to draw, which means more work for the computer.
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crazyfrogbro
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Re: Question and Answer session with RailSimulator.com

Post by crazyfrogbro »

Kariban wrote:The fix is to use less objects! the other fix would be for someone to knock up some low-poly static stock to use in yards. But yes, more items means more items to draw, which means more work for the computer.
It's very unlikely to gain fps with low poly stock(but whit low node stock it's very likely), since in rw if you don't have a very low end gpu, the gpu is mostly idling. The low fps is because of the drawcalls. For more info, check the link in my signature :)
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Re: Question and Answer session with RailSimulator.com

Post by transadelaide »

crazyfrogbro wrote:
Kariban wrote:The fix is to use less objects! the other fix would be for someone to knock up some low-poly static stock to use in yards. But yes, more items means more items to draw, which means more work for the computer.
It's very unlikely to gain fps with low poly stock(but whit low node stock it's very likely), since in rw if you don't have a very low end gpu, the gpu is mostly idling. The low fps is because of the drawcalls. For more info, check the link in my signature :)
The important bit you missed is the bit about wanting static stock to put in unused sidings. Basically some scenery objects that look like rail vehicles to the user but otherwise have no interaction with the rail system in the program are merely scenic objects. As long as they are used only in locations where it is 100% guaranteed there will be no player or AI services using that track they will be fine to see when you drive past the relevant siding. The advantage here (compared to placing proper rolling stock on the tracks as normal in the scenario editor) is not to do with reducing drawcalls, it's to do with reducing the number of rail vehicles for which the program has to track locations, physics, couplings and so on. It's a case of finding a way to make a better compromise between program performance and seeing unrealistically empty yards as you drive past.

These items already exist in the default content set for at least the yellow-blue Class 43, the red DB Class 101, the red DB BR294 and the original FSA container wagon. Just Trains also supplied a set of their various rolling stock items in static scenery form with their Bristol-Exeter route. These items do need to be positioned and rotated manually since they are not rail vehicles (they just look like rail vehicles) which can just snap onto the track and couple together, but for the more creative scenario/route creators this is definitely an advantage rather than a problem!
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Kariban
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Re: Question and Answer session with RailSimulator.com

Post by Kariban »

Static stock also doesn't need as many objects as rollingstock, no need for couplers or seperate wheels and so on.
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Re: Question and Answer session with RailSimulator.com

Post by johncas »

Well I cant upgrade my computer I have a 2.4ghz quad core processor 4gb of ram you cant get faster than that. more ram wont help but well getting a better graphics card help whats a good one to use with railworks
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LocoPower
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Re: Question and Answer session with RailSimulator.com

Post by LocoPower »

johncas wrote:I have a 2.4ghz quad core processor 4gb of ram you cant get faster than that.
Well according to your signature you have a 9GHz processor, so I guess you can.

Is liquid nitrogen cheap these days? ;)
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Re: Question and Answer session with RailSimulator.com

Post by mjoliver1 »

LocoPower wrote:
johncas wrote:I have a 2.4ghz quad core processor 4gb of ram you cant get faster than that.
Well according to your signature you have a 9GHz processor, so I guess you can.

Is liquid nitrogen cheap these days? ;)
Or has he concluded it's 2.4GHz per core? That would be nice to have the 8 (4+4HT) x 3.2GHz on mine! My present liquid coolant would certainly need to be replaced with liquid N.
Seriously though, I hope the RW update will make use of today's multi-core processors and GPUs with large video RAM. Would Dx11 figure perhaps? We'll see, I guess.

Thanks Derek for the seductive comments.

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Wikkus
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Re: Question and Answer session with RailSimulator.com

Post by Wikkus »

johncas wrote:I have a 2.4ghz quad core processor 4gb of ram you cant get faster than that.
Actually, they can go considerably faster than that, even out of the box...
LocoPower wrote:Well according to your signature you have a 9GHz processor
Hehe, unfortunately, a common selling tactic on FleaBay (and doubtless elsewhere) is to quote the speed of the machine as the core speed times the number of cores; misleading at best, utterly wrong at worst...

But let's not stray too far off topic, eh? :D

Rik.
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Kromaatikse
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Re: Question and Answer session with RailSimulator.com

Post by Kromaatikse »

You certainly can get faster than 2.4GHz. I use a Core 2 Duo 3.0GHz at work (which has been on my desk for over 2 years now), and a Phenom II X4 3.2GHz at home. I've heard of people running single-core applications at 4.0 GHz. (For Railworks, the speed of a single core counts, and the core count is almost completely irrelevant.)

Also, MHz (or GHz) isn't the whole story. A Phenom II can do more work per cycle than a Core 2, and a Core i-series can do more still, and the latest Sandy Bridge version of the Core i-series does about 20% more than that. So if you're willing to replace your motherboard with a brand-new one, you can have a computer at least twice as fast as your current one, using only off-the-shelf components.

Personally, I'm holding out for the Big Core Update which is supposed to reduce this extreme dependence on the CPU. But that's because my main gaming PC is fast enough anyway.
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Re: Question and Answer session with RailSimulator.com

Post by TheTazman »

Is there any news as to when these upgrades will take effect? Its gone quiet.
AndyM77
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Re: Question and Answer session with RailSimulator.com

Post by AndyM77 »

Hopefully it's quiet because they are working on the upgrade (plus a load of DLC...).

I'd say expect it later rather than sooner (i.e Christmas time), going on previous 'updates'. :wink:
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Re: Question and Answer session with RailSimulator.com

Post by bigvern »

Having broken the "unofficial" 2500 object limit on several of the tiles in my Australian based route - largely because of trees and even using clusters, I really hope the upgrade is out by the time I tackle the next heavily wooded route. I can live without the enhanced draw distance, but those multiple object widgets are needed sooner rather than later!
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TheTazman
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Re: Question and Answer session with RailSimulator.com

Post by TheTazman »

CHRISTMAS?!?!?!?!?
AndyM77 wrote:Hopefully it's quiet because they are working on the upgrade (plus a load of DLC...).

I'd say expect it later rather than sooner (i.e Christmas time), going on previous 'updates'. :wink:
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Re: Question and Answer session with RailSimulator.com

Post by AndyM77 »

TheTazman wrote:CHRISTMAS?!?!?!?!?
AndyM77 wrote:Hopefully it's quiet because they are working on the upgrade (plus a load of DLC...).

I'd say expect it later rather than sooner (i.e Christmas time), going on previous 'updates'. :wink:
I don't work for RSC so I'm probably well over the actual release date.

Being subjective (or trying to be), look how long it takes "small" updates to be released to the game. WCML update (simple Class 86 runback fix & Polmadie Hop scenario error), told before Christmas 2010 that a fix was going to be released - Even Keith had time between the release of the WCML route to do another route and make major alterations to the WCML, sent to RSC about three weeks ago now. Is that out yet? No... Okay major scenario testing is needeed (but of course there will no doubt be a broken one there).

Portsmouth to Woking is awiting a 'Fix' that should have been released in the week after it was released - no sign of that.
Many other "DLC" needs fixes that still aren't patched...

DLC releases takes priority. DLC = cash for the company, fixes / upgrades = cost

Therefore you'll likely see another 50+ DLC before a major update. :)
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Re: Question and Answer session with RailSimulator.com

Post by Tankski »

AndyM77 wrote:DLC releases takes priority. DLC = cash for the company, fixes / upgrades = cost

Therefore you'll likely see another 50+ DLC before a major update. :)
That does seem to be a bit extortionate and unrealistic in terms the way RSC could work as a business, I do not work for them either but I see the logical way of doing things is that while they do DLC releases, they slowly run the core upgrades in parallel, not doing them when there's downtime from DLC, although DLC is a major source of income for the company who, as most if not all companies do, need to make a profit, it is not the only form of income.

RailWorks is a simulation game, right? well, on top of actually getting simulation down to a key, they need to do so with looks too. Most people will buy games with a 'Wow!' factor. RW uses a graphics engine that dates back quite a few years IIRC and is in need of an upgrade to stay competitive from a looks standpoint, which brings in more customers and more money, which keeps the business afloat.

Also have you taken note that RSC have gone out and hired a 3rd party developer for the acela express? Yes that could mean that they are too busy to make it themselves because they are too working on DLC, it could also mean that RSC are too busy developing the new lighting system or other features due, such as multiplayer, which is an outcome I prefer to the former.

All of these points probably mean your prediction of Christmas may well be a bit off, well, I certainly hope so, RW needs a fresh lick of paint in the core department. :)
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