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Re: V 11.0b

Posted: Fri Feb 17, 2012 3:03 pm
by bigvern
FoggyMorning wrote:Where has this number of only 100 route builders worldwide been arrived at from? I suspect it is much, much higher than that as many will build routes with no intention or desire ever to share them with anybody else. The term "serious route builder" is a little condescending also.
I said "perhaps", no basis but in overall numbers it's probably not that many, take it as a ballpark figure. Remove the kids who post pictures of a bit of track on flat terrain and you are still left with a small hardcore of "advanced" users. Would be nice if it was more, as there are plenty of routes around the world crying out to be made.

Incidentally I found the post now in which Paul Jackson outlined the priorities for "support" - http://forums.uktrainsim.com/viewtopic. ... om+support , where it was also stated not all the tools RSC are using will necessarily make it to the public domain.

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:09 pm
by gypbrc
Just to demonstrate the loft issue. Running FXAA 2x AA. You can see the slight lag due to Fraps running too (the sound and mouse actions are out of sync by a second or so). The rewriting of the lofts takes a while though and this is not a particularly asset dense area. It's not the end of the world of course but it is a minor annoyance considering the speed at which this worked before.

http://youtu.be/UHr7wxAbKNY

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:12 pm
by Retro
Thanks for the video it illustrates the problem well.
Kind regards James.

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:22 pm
by Acorncomputer
You could make a cup of tea and drink it whilst waiting for the redraw :D

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:25 pm
by Retro
Acorncomputer wrote:You could make a cup of tea and drink it whilst waiting for the redraw :D
How many Cups would that be during a route building session. At least you would keep your fluid intake up to the standard that nurses seem to dictate :D :lol:
Kind regards James,

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:35 pm
by RSderek
Hi,
All my assets on my current project are bespoke, and I will say again, there is no slowdown on lofts and it is a fairly long route.
I have had my head down building for 4 weeks and I'm pretty sure I would have come across it.

However, since I stopped for a brew and looked up, I have seen the slow down on a freeware route (the only place I looked) so I know there is a potential issue and asked the core dev and support/testing to take a look.
The more information sent to Support the quicker we can get to the bottom of it and find the cause and if needed a solution.

best regards

Derek

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:36 pm
by pjt1974
I've always had the effect of other lofts 'reloading' themselves to a cerain extent when I use the linear tool however I did notice a difference in the delay last night though.

I must admit though, it wasn't to the extent that Rich has shown above.

I'm thinking that maybe it's a memory issue. Something has changed in the linear tool feature that draws on more resources.

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:37 pm
by Retro
Thanks Derek. Post much appreciated.
kind regards James.

Re: V 11.0b

Posted: Fri Feb 17, 2012 3:43 pm
by Acorncomputer
Hi Derek

Check the scenario editor, as well as the route editor if you have not already done so.

I get the slowdown on Woodhead as well.
Derek said -
All my assets on my current project are bespoke, and I will say again, there is no slowdown on lofts and it is a fairly long route.
I wonder what route this is then :D :D :D

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:05 pm
by styckx
It's hard to really give any detail to instances of it as there is really zero ways for us to debug it for more information. Even Woodhead does it and is actually one of the worst offenders of it. Placing trains, testing scenarios is painful because it does it every time you re-enter the scenario editor. Railworks 2 would do this to some extent but it was much quicker and the track network was always in place and it was just the building structures that would render a glowing mesh and pop the texture on and it would only do it once. Subsequent reloading of the scenario editor and it would all instantly be there, even in super crowded areas. So in turn, not really sure what to exactly send to support. What exact details is there to give?

Here is it in Woodhead demonstrating it to a much worse extent. Again I must note this has nothing to do with the overhead of recording video. It does it regardless to the same extent every single time no matter the location rolling video or not.

Available in 1080p for full screen detailed goodness.

http://www.youtube.com/watch?v=jeakOgVF ... e=youtu.be

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:14 pm
by Acorncomputer
What happens if you turn those sound domes off Bill :o

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:16 pm
by styckx
No idea, I don't turn off anything, they were put there to be seen so I leave them on. I didn't buy high end PC hardware to cripple my experience. :)

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:17 pm
by jivebunny
Hi Derek,

Thanks for looking into this. It's definitely not restricted to third-party routes (I know that's not what you're saying, just pointing it out). I've just loaded up the Chasing Yellows scenario on the default Ox-Padd route, exited to the World Editor then hit space to cycle through track display options and I get the same painfully long refresh times for any linear / loft items.

I've just sent an e-mail off to support with the details and my system specs.

JB

Edit to save double-posting: I always run the editor with the sound domes off so I can see better, I don't think they have anything to do with the problem (although it'd be nice if the workaround was that simple!)

Bill, I thought I had it bad with the GWML Extension, Woodhead's even worse!

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:22 pm
by styckx
Just tested the sound dome theory. No dice.. Same slow draw.

Re: V 11.0b

Posted: Fri Feb 17, 2012 4:27 pm
by hertsbob
Hi

I'm surprised nobody has linked this line of conversation to the new weld-checking countdown thing that appears when you're laying track.

Surely there's some kind of relationship?

Cheers

Bob