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Re: Legacy Mode
Posted: Tue Oct 11, 2011 9:37 am
by theorganist
Hello,
Thanks RSBen I will contact support, I was just trying to sort it out myself first!! I think it is obvious that at new motherboard and CPU as well as a better graphics card is in order but if I can get it running in a fashion temporarily it would be good!!
Thankyou Jimdriver for your help also.
Peter.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 10:42 am
by PWHolmes
I think that all of us reading this will ultimately have no option other than new hardware to some extent if we wish to continue the hobby. The "Legacy" option is a dead end siding that seemingly doesn't function too well now and I doubt if it will be upgraded in RW4 et seq, leaving any troglodyte like me stuck in Legacy further and further behind the mainstream until we either invest a large sum of cash or wither on the vine.
Back to the present - I have found that with screen resolution set at minimum (800x600) I can set TSX to work with high settings even on my steam-age rig with 33fps on the Autumn Leaves scenario. The trouble is that I am left with a screen about A5 size so it is not very satisfying. I must try to up the resolution to see how it affects performance.
Running my own route, however with TSX in gives me some really odd shading effects of track ballast, but it works fine with TSX off. What I have noticed (and I cant recall if this is with TSX on or off) is that station nameboards in NE Region Orange are now an awful washed out yellow on the sunny side.
I still dont know how to manage this track sway business - is there a comprehensive manual anywhere for these new features or are we all expected to fluff around until we find them.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 12:14 pm
by RiscaStation
Hi PW,
You are not alone, I have the same problems with rolling stock working OK in Legacy mode but not in TSX.
I am no expert but there appears to be extra lighting in TSX.
Kind regards
MIke
Re: Legacy Mode
Posted: Tue Oct 11, 2011 12:42 pm
by Retro
This Bug Fix which caused the Framerate Counter to read incorrectly mentioned by Ben in a previous post. I hope this will be fixed as I have no idea how to use FRAPS. IMHO Bug Fixes should be tested properly to make sure they don't cause other problems somewhere else.
Kind regards James.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 1:11 pm
by choccy
You don't have to do anything other than download and run FRAPS, James. It's much better than the built in counter anyway as it works from 0-13 fps too!
Mark
Re: Legacy Mode
Posted: Tue Oct 11, 2011 3:23 pm
by chrisiveson
choccy wrote:You don't have to do anything other than download and run FRAPS, James. It's much better than the built in counter anyway as it works from 0-13 fps too!
Mark
You have one really big decision to make, which corner of the screen to put the frame counter?
Chris.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 3:42 pm
by pjt1974
RSderek wrote:John, can you show me an image/screen shot of this orange tint you talk about please.
It sounds like the base colour once the terrain textures have mipped out or the fog, but I do not know till you show me.
cheers
d
Hi Derek
I honestly get the same, it's especially noticable around midday. I also get those 'sonic boom' white rings you see in John's pics when taking an in-game screenshot
Re: Legacy Mode
Posted: Tue Oct 11, 2011 3:53 pm
by PWHolmes
Re my earlier comment "I have found that with screen resolution set at minimum (800x600) I can set TSX to work with high settings even on my steam-age rig with 33fps on the Autumn Leaves scenario."
WRONG - I can get 33fps with low settings apart from scenery and water detail at max. With the screen resolution a bit bigger (cant remember figures but the display now is almost A4 sized) and the settings at high I get a steady 14fps with little jerky movement which is just about playable.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 4:23 pm
by partyspiritz
I am unsure what to do about my route. The only way for others to enjoy the route would be in legacy mode but that has its problems.
The orange tint and the brightness of the buildings. The route was built with dark textures to create a 1940s atmosphere. 3 years of work has gone to waste. The only way it can be enjoyed is In RW2
I don’t think there are likely to be any fixes to the legacy mode.
RS.com would be using there resources in other places.
Regards
John
Re: Legacy Mode
Posted: Tue Oct 11, 2011 4:36 pm
by chrisiveson
partyspiritz wrote:I am unsure what to do about my route. The only way for others to enjoy the route would be in legacy mode but that has its problems.
The orange tint and the brightness of the buildings. The route was built with dark textures to create a 1940s atmosphere. 3 years of work has gone to waste. The only way it can be enjoyed is In RW2
I don’t think there are likely to be any fixes to the legacy mode.
RS.com would be using there resources in other places.
Regards
John
John,
is there no way those of us who still run RW2 could enjoy your route? I know I would.
Chris.
Re: Legacy Mode
Posted: Tue Oct 11, 2011 4:37 pm
by RSderek
Thank you john, I now know what it is you are talking about.
This is the base colour that gets drawn once the terrain textures mip out. The base colour should be the same as the 1texture in the terrain texture xml so you get a nice blend and don't notice.
Here you can clearly see it and it looks much closer than it use to be.
I will have a chat with those working on core and get back to you.
cheers
d
Re: Legacy Mode
Posted: Tue Oct 11, 2011 6:28 pm
by partyspiritz
chrisiveson wrote:partyspiritz wrote:I am unsure what to do about my route. The only way for others to enjoy the route would be in legacy mode but that has its problems.
The orange tint and the brightness of the buildings. The route was built with dark textures to create a 1940s atmosphere. 3 years of work has gone to waste. The only way it can be enjoyed is In RW2
I don’t think there are likely to be any fixes to the legacy mode.
RS.com would be using there resources in other places.
Regards
John
John,
is there no way those of us who still run RW2 could enjoy your route? I know I would.
Chris.
If I am unable to get the Bacup Branch looking right in legacy mode I will try and find out how many
want the route who still have RW2
Regards
John
Re: Legacy Mode
Posted: Tue Oct 11, 2011 11:14 pm
by chrisiveson
More proof tonight that RW3 legacy mode is not the same as RW2.
I've only just discovered the "Crouch Valley" route and IMHO it's up to and above some of the payware route standards.
But it's totally unplayable with the correct trains, ( freeware class 317 ) doing things in RW3 that they don't in RW2.
Big block shadows under the train and the doors open on both sides and then open & shut in rapid succession and the pantograph shooting up and down, also in rapid succession.

And before anyone says, that's down to the model maker, my point is, legacy mode isn't the same as RW2, to me it's more of a "hybrid" mode.
This has been tried on two different PC's in both RW2, ( perfect ) and RW3 legacy mode, ( behaving as above ).
Chris.
Re: Legacy Mode
Posted: Wed Oct 12, 2011 1:45 am
by Kromaatikse
With tonight's update we do have some important progress: RW3 now runs on an Athlon-XP without throwing a wobbler over PhysX. I tried Hatchet Hill on minimum settings and even got playable framerates. So people running near RW1's minimum specs are no longer completely shut out.
I did however end up with some graphics corruption problems on that machine, but unless someone else has the same problem, I'm willing to call it a fluke. It's so old a machine that I don't use it any more. In fact I have never used the Geforce FX card in it before - I liberated it from a former employer's scrap pile, and later found it was the only shader-supporting AGP card I still owned that actually worked.
Now to plug in the Opteron again and see what I can get out of the X1650.
Re: Legacy Mode
Posted: Wed Oct 12, 2011 3:08 am
by Kromaatikse
Okay, I just went back over the X1650, making certain that I selected the same settings for RW2 and RW3, and I still have a very clear difference between the framerates under each. This is with tonight's update to RW3, and at full native resolution on my main monitor - the latter strongly suggests that more work per pixel is being done, rather than differences in the number of objects.
Screenshots to confirm settings, complete with both Railworks' and FRAPS' frame counters (which match quite well, actually):