DTG Announce new TS2015 features

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crumplezone
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Re: DTG Announce new TS2015 features

Post by crumplezone »

smarty2 wrote:Reading in between the lines in Matt's interview TSXX? will be an optional upgrade, and you can run TS2015/16? alongside the new version but you won't be able to use your old stuff in the new sim. So, guess I may not be purchasing anymore DLC for what will be an inferior game. I am sure nearly everyone will want to "upgrade" to the UE4 version along with all its new content? :-?
What Matt alludes to is that the new version on the UR4 engine is a fully seperate purchase and optional upgrade, as in you buy into it as a upgrade. As I've previously said, barely anything is cross compatible between current engine and UR4 engine as its a night and day scenario with how they interact with each other. You can run TS20XX alongside it as it would be a completely seperate installation. Trying to implement the UR4 engine into TS2014 is a waste of money and technology impossible due to the different DirectX versions,codebase,file structure used and other issues related to a aging engine vs new engine and in the long run innovation and cost in-effective.

Eventually there will be two version of the simulator, TS2015-6 and probably Train Simulator Academy which was registered recently as a trademark which I can only assume is the new version on the new engine.

Also from a realistic standpoint I can't see why everyone will want to use the new version which will most likely have much limited content on release, in the most cases its for the "OOO shiny!" effect but once you realise its got a bare minimal compared to what you currently have it'll soon wear off. I'll remind people its already been done in another big simulator namely MS Flight. People went back to FSX.
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Re: DTG Announce new TS2015 features

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37114 wrote:
secludedsfx wrote:I'm going to say wait and see instead of speculating tbh, it'll just get no where especially considering the new version is a couple of years off anyway.
It won't be it will be next year.
From the engine driver article:
"Will there be a UE4-powered Train Simulator released this year?
Not this year I'm afraid, it's a big job! But work on the next generation UE4-powered Train Simulator is well under way. It's way too early yet to show screenshots or discuss technical features in any detail but I am very excited by what this means for train simulation and really looking forward to bringing out a totally up-to-date, more realistic and better looking Train Simulator rebuilt from scratch using Unreal Engine 4."

Nothing whatsoever about a release date on when the new version will come out so it's at least a year and a half away, if not longer.
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Re: DTG Announce new TS2015 features

Post by secludedsfx »

crumplezone wrote:What Matt alludes to is that the new version on the UR4 engine is a fully seperate purchase and optional upgrade, as in you buy into it as a upgrade. As I've previously said, barely anything is cross compatible between current engine and UR4 engine as its a night and day scenario with how they interact with each other. You can run TS20XX alongside it as it would be a completely seperate installation. Trying to implement the UR4 engine into TS2014 is a waste of money and technology impossible due to the different DirectX versions,codebase,file structure used and other issues related to a aging engine vs new engine and in the long run innovation and cost in-effective.
Nothing's been said about cost as of yet so I'd wait and see to see whether the upgrade is paid or not and how it all works.
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Re: DTG Announce new TS2015 features

Post by ashgray »

crumplezone wrote:
davep wrote:Doesn't specifically say that TS2014 stuff will work in TS2015.
It won't work, the coding structure between TS2014 which has its codebase dating back into rail simulator and Kuju aswell as being DX9 will not be cross compatible with a completely next generation engine which utilises most of the new graphical and engine tech in DX11. The coding from DX9->11 is huge and its not a simple matter of a few changes here and there. The UR4 will allow for 64bit and better graphical performance and system performance in general but you can pretty much kiss goodbye cross compatiblity
Can i just ask - where exactly did you get this "information" from? is it based on something you know to be fact, or speculation?

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Re: DTG Announce new TS2015 features

Post by jimmyshand »

I'm reading mainly positive into this. First of all we've got near as darnit confirmation that the future development of train simulation is secure. This is numero uno the most important thing for all of us whatever our viewpoint on various things.
Furthermore we've got a semi assurance that Railworks as we know it today and our associated collection will be safe. My ideal scenario would be a cut off whereby I can keep Railworks as it is, divorced from Steam and at my disposal forever more.

The final point is regarding a new train simulator altogether which looks likely in a couple of years time. Some people are nervous about this but the big question is 'would you be prepared to start collecting all over again with a brand new simulator?'.

My resounding answer to this question is yes I would. I've done it before when I moved from MSTS to Railsimulator and I'd gladly do it again. My hobby is not MSTS or Railworks but train simulation generally in whatever happens to be the current leading force in that genre. The ultimate goal for me in this hobby is to have the most realistic experience humanly possible. If the new Unreal4 engine offers significant steps forwards in graphics, sound, immersion and realism then I'd gladly start all over again no problem.
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Re: DTG Announce new TS2015 features

Post by route64x »

I agree let's not mix up what we may get with TS2015 etc - and what may come as some point beyond that, as the new generation TS.

We are at a point approaching that which the X-Box world has just reached - i.e. that current games (or in TSs case the game and it's DLC) will no longer work with the new technology - as is the case of X-Box v X-Box 1.

If they leave the legacy version intact for those that want to stay with that - that's OK

We can then all decide whether to leap forward to a new environment or not.

I still get many happy hours out of some of the games on my X-box, and have no problems with that.

Regards

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Re: DTG Announce new TS2015 features

Post by crumplezone »

ashgray wrote:
crumplezone wrote:
davep wrote:Doesn't specifically say that TS2014 stuff will work in TS2015.
It won't work, the coding structure between TS2014 which has its codebase dating back into rail simulator and Kuju aswell as being DX9 will not be cross compatible with a completely next generation engine which utilises most of the new graphical and engine tech in DX11. The coding from DX9->11 is huge and its not a simple matter of a few changes here and there. The UR4 will allow for 64bit and better graphical performance and system performance in general but you can pretty much kiss goodbye cross compatiblity
Can i just ask - where exactly did you get this "information" from? is it based on something you know to be fact, or speculation?

Ash
Errr, is common knowledge if you read directx compatibility information. DX9 uses different .dlls to dx11 and it also is coded differently due to the graphic innovations between dx9->11. Kuju's rail simulator which is what TS2014 is based on originally and hasn't changed much beyond a graphics front end being modified is still kuju coded from 11+ years ago and DX9. You can't just bolt the unreal 4 engine onto that and expect it to work. Its not speculation, that is how it works and requires a grounds up re-write. The engine differences are like XP is to windows 7 currently if you want to take operating system examples and for anyone who has coded for XP and windows 7 will know how sigificant things had changed, its no different in this case.

If TS2014 was using the UR3 engine then yes it would be feasible and doable to move content over onto the UR4 engine since the development kits allow for this, but were talking about completely different engines which were developed years between each other on completely different technology of the times.

UR4 utilises C++ as its programming structure which means you could utilise some of the lua code which has been done for TS2014, but then you would have to pretty much write the entire UR4 engine as a near on copy of TS2014 which kinda defeats the object of using a new engine in the first place. UR4 uses alot of different functions and more call ups than the current TS20XX does for the most part.

UR4 pretty much uses all available current new technology and direct11, direct11 required a fair bit of different coding compared to DX9 because it introduced alot of new graphic innovations, its why there was alot of unsuccessful attempts to create hybrid dx9 with dx11 support games, shogun total war and its previous title are a example of this, they had sigificant hardware issues due to the developers not specialising in just one format.

I'll reinterate my previous statement. Cross compatibility is impossible if its a direct move over from TS20XX to UR4 to the extent its better to build ground up, however 3D models and sounds can be moved over and to a certain extent some of the lua script can but will require heavy modification. However alot of the rest needs to be made from scratch, most of the textures would have to be redone due the different shader engine in the UR4 engines, they wouldn't be the same between two engines.

DTG have noted they will continue to support TS20XX, but from a bussiness standpoint and a logicial standpoint to try and convert everything over it will balloon the development time by a incredible margin to the point it would become cost ineffective. Its not a simple matter of copy and paste or a few lines here or a few lines there. Its redoing most of the code, taking 3D models and changing them to the new format, changing all texture work to new shaders and ensure every single sound is converted into a new format without losing clarity.

Also, all the crazy talk about requiring a vastly new computer to run UR4 is silly which is bouncing around. Any graphics card in the last 4-5 years which is DX11 compatible will work with UR4, also due to the UR4 actually being a modern engine its more intune with more modern hardware so it should run better for anything built in the last 4 years aswell.

At the end of the day, what are people wanting? TS20XX with new graphics or a new engine entirely with better hardware support, in general better graphics and in general a much smoother development platform than the current engine? Its not going to be free upgrades, you can rule that out as commericial ventures have to pay a royalty fee back to Unreal and the cost of hiring on UR4 taught staff is additional cost vs teaching current staff its also why they are "learning" from the fishing game on the UR4 engine.

UR4 is not without its faults mind, google will reveal quite a few games using UR4 which have users having issues with the new unreal engine but its still infinitely better. I'm not going to go further into the technology backend and why this and that won't work, you can go read tech articles on unreal 4 and dx9 cross compatibility for that.

Also at the end of the day and people certainly won't agree with me on this point, but I would hope DTG would stop leaning on the handicap of providing support and upgrade option for a old codebase and simulator. It is stifling innovation by relying on a dated engine which is reaching its limit and can only do so much, nothing really big has come to the simulator beyond super elevation on a innovation standpoint.

Just as a example for a steam era point of view, there is only so much simulation that can be done currently with steam loco firing and general operation, this as noted by a few developers is limited by the simulation codebase of TX20XX. A UR4 engine based train simulator could technically have developers create there own simulation and hook it back into the main engine without requirement of reliance on the original codebase. From a graphical and physics standpoint you could have actual smoke which collides with surfaces and bellows from tunnels as UR4 is quite capable of doing so.

Also from another standpoint which people won't like, the UR4 engine allows DTG to develop the game/simulator for PS4 and xbone without requiring extensive differences in coding as both the new gen consoles utilising the PC structure (xbone even has window's kernels for example) which allows a larger audience to be reached and considering how DTG have been strieving towards getting a larger audience playing I would assume the UR4 move is targetted in some way at that.

Also looking back I'm quoted about ts14 -> 15 compatibility, which would be fine since it would probably be the same engine. But direct TS20XX to UR4 is still near on impossible for the amount of differences between the two codebases.
Last edited by crumplezone on Tue Jul 01, 2014 6:58 pm, edited 1 time in total.
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Re: DTG Announce new TS2015 features

Post by MattH2580 »

I really hope we have the option to switch back and forth between the old and new version.

I don't want to have to stay on the old version because the new version will be much improved, but I also don't want to have to stay on the new version because I want be able to use all the content I have.

Personally, I think it would be an intelligent idea to provide a serial key to anyone who has a copy of TS which can be activated through Steam to give a separate TS2016/2017. That way we can keep all our old content separate from the new, UE4 version.
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Re: DTG Announce new TS2015 features

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jimmyshand wrote:My resounding answer to this question is yes I would. I've done it before when I moved from MSTS to Railsimulator and I'd gladly do it again. My hobby is not MSTS or Railworks but train simulation generally in whatever happens to be the current leading force in that genre. The ultimate goal for me in this hobby is to have the most realistic experience humanly possible. If the new Unreal4 engine offers significant steps forwards in graphics, sound, immersion and realism then I'd gladly start all over again no problem.
My hobby is also Trainsim but sadly wont be switching to the new sim, I am all for realism, better sound and graphics but, and there is a big but here and that is cost, my MSTS library was massive routes from UK and all of Western Europe with all available Traction total cost around £250 as most was freeware. Not the same with TS I have spent over £1500 and there are still shortages In traction to make realistic scenarios for some routes, although recently quite a few gaps have been filled.

I am not going to be starting again with a new sim with very limited traction like in the early days of Railworks, then get a good route but having to wait about 2 years for key traction to be made (WCML was missing class 87 and Brighton missing class 319).

I think this would be a bad idea for both DTG and us the customers if they make a new game based on realism if it missing traction to run real trains, I would not want to run Pendolinos to Glasgow and then use class 101 units for local trains as this is not real. If I was going to switch then I would only new routes when traction was available, but then if would cost me a fortune to buy all at once which I could not afford, or have to wait for a sale and buy everthing at a good sale price which would not be good for DTG as I think a lot would not be buying at full price.
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Re: DTG Announce new TS2015 features

Post by ightenhill »

I wouldnt get over excited about UE4 as being a huge improvement in TS sim in the way we think of a train sim.. TS2017/18 will probably be the last core for the current incarnation (TBH what they mean by that always baffles me as it seems to be a new GUI each year and a different route with the core - yes I know we got TSX and that could be described as a major update; but sometimes I wonder if hacking on a additional graphics engine on top of a dated core engine was a wise move ).. Perhaps the big news will be some form of Multiplayer..

My prediction re post 2017/18 :wink: is a multi platform release but it will be locked.. Think of it as routes and a store (not to far from how the current incarnation has developed).. and thats if it even happens at all. Think of TMLs use of the Vision engine and put a store GUI on the front so its more expandable.

However thats for a different thread.. 2015 is all about new features for the current version.. As I said my prediction is they may be looking at introducing some form of MP feature even if its as basic as friends chat window whilst in a route or scenario.. I also suspect we will see a few minor updates to the way scenarios or quick drive can be used/combined to make them more interesting to the non expert

Just as a ? to crumplezone - my understanding was that the UE4 licence has been obtained on some form of Gratis Versus deal.. I think Epic have been promoting this all last year -
Last edited by ightenhill on Tue Jul 01, 2014 8:13 pm, edited 1 time in total.
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Re: DTG Announce new TS2015 features

Post by 37114 »

secludedsfx wrote:
37114 wrote:
secludedsfx wrote:I'm going to say wait and see instead of speculating tbh, it'll just get no where especially considering the new version is a couple of years off anyway.
It won't be it will be next year.
From the engine driver article:
"Will there be a UE4-powered Train Simulator released this year?
Not this year I'm afraid, it's a big job! But work on the next generation UE4-powered Train Simulator is well under way. It's way too early yet to show screenshots or discuss technical features in any detail but I am very excited by what this means for train simulation and really looking forward to bringing out a totally up-to-date, more realistic and better looking Train Simulator rebuilt from scratch using Unreal Engine 4."

Nothing whatsoever about a release date on when the new version will come out so it's at least a year and a half away, if not longer.
I'd happily have a fiver on it. It will be next year.
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Re: DTG Announce new TS2015 features

Post by styckx »

They just focus on "can you imagine how that will look" instead of telling us what UE4 can do for actual physics and realistic train movement. If it's just prettier graphics with the same old uninspired simulation focusing on casual gamers.. What's the point? UE is essentially a FPS development kit not the platform you base a "simulator" off of..

Well usless of course you're a simulation developer who only cares about shiny objects.
Last edited by styckx on Tue Jul 01, 2014 8:15 pm, edited 1 time in total.
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Re: DTG Announce new TS2015 features

Post by crumplezone »

ightenhill wrote:I wouldnt get over excited about UE4 as being a huge improvement in TS sim in the way we think of a train sim.. TS2017/18 will probably be the last core for the current incarnation (TBH what they mean by that always baffles me as it seems to be a new GUI each year and a different route with the core - yes I know we got TSX and that could be described as a major update; but sometimes I wonder if hacking on a additional graphics engine on top of a dated core engine was a wise move ).. Perhaps the big news will be some form of Multiplayer..

My prediction re post 2017/18 :wink: is a multi platform release but it will be locked.. Think of it as routes and a store (not to far from how the current incarnation has developed).. and thats if it even happens at all.

However thats for a different thread.. 2015 is all about new features for the current version.. As I said my prediction is they may be looking at introducing some form of MP feature even if its as basic as friends chat window whilst in a route or scenario.. I also suspect we will see a few minor updates to the way scenarios or quick drive can be used/combined to make them more interesting to the non expert

Just as a ? to crumplezone - my understanding was that the UE4 licence has been obtained on some form of Gratis Versus deal.. I think Epic have been promoting this all last year -
Unless it has changed recently commericial was still to pay royalty fees, the blurb on their website seems to indicate it still in effect:
Ship Games with Unreal

We’re working to build a company that succeeds when UE4 developers succeed. Anyone can ship a commercial product with UE4 by paying 5% of gross revenue resulting from sales to users. If your game makes $1,000,000, then we make $50,000. We realize that’s a lot to ask, and that it would be a crazy proposition unless UE4 enables you to build way better games way more productively than otherwise!
That is from here: https://www.unrealengine.com/blog/welco ... l-engine-4
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Re: DTG Announce new TS2015 features

Post by smiljacc »

I don't mind giving up backwards compatability--but I want to keep my old version with all my addons separate and would buy the new version--so let us have 2 separate installs. A simple solution that does not seem to occur to Dovetail games.I don't like the either/or but not both choice they seem to be offering.
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Re: DTG Announce new TS2015 features

Post by gptech »

smiljacc wrote:I don't mind giving up backwards compatability--but I want to keep my old version with all my addons separate and would buy the new version--so let us have 2 separate installs. A simple solution that does not seem to occur to Dovetail games.
From Matt's interview...
"I can say that we are looking at making the next generation Train Simulator an optional upgrade so you can continue to use the current generation product with all of your current add-ons, whether or not you choose to upgrade to the next generation"

NB---"WE ARE LOOKING AT" or in other words, an option that is being considered. As it's early days with few details how can you immediately *know* it's a 'one or the other' choice or even what DTG are thinking of or not thinking of?
Just like the situation today, you're likely to be able to have as many installations of Steam as you like so running an *old* version alongside a *new* version is certainly NOT out of the question.
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