Not an awful lot of speculation on this recently but wondering as to how things will look and also sound with this new technology.
Does any one know what could be achieved?
Simon
Train Simulator Unreal
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Re: Train Simulator Unreal
There's very little that can't be achieved with UE4. All the visual goodies that DX11 offers will be fully usable, along with a significant increase in performance (if DTG handle everything properly) over the current engine.
I'm aware that UE4 has extensive capabilities, so I'll be quite interested in seeing if DTG will go all-out and bring their A-game when they show it first, or if they'll do what they're used to doing and provide yet another "rough around the edges" sim which sports incorrect physics and poorly constructed models. In that case it's the worst-case scenario, as the only bits of the game DTG can mess up are the bits they have to construct themselves, on top of the template Epic Games provide them with.
Kev
I'm aware that UE4 has extensive capabilities, so I'll be quite interested in seeing if DTG will go all-out and bring their A-game when they show it first, or if they'll do what they're used to doing and provide yet another "rough around the edges" sim which sports incorrect physics and poorly constructed models. In that case it's the worst-case scenario, as the only bits of the game DTG can mess up are the bits they have to construct themselves, on top of the template Epic Games provide them with.
Kev
Re: Train Simulator Unreal
Agree.Irishrailguy wrote: I'll be quite interested in seeing if DTG will go all-out and bring their A-game when they show it first, or if they'll do what they're used to doing and provide yet another "rough around the edges" sim which sports incorrect physics and poorly constructed models. In that case it's the worst-case scenario, as the only bits of the game DTG can mess up are the bits they have to construct themselves, on top of the template Epic Games provide them with.
For me, realistic visuals are very important; we are, by nature, visual creatures. I can't imaging going back to pre-TSX graphics, even though I'm aware there are a fair few hold-outs about who will not (or cannot) switch.
But I'd hate for the overhaul simply to be an exercise in eye-candy when so much else remains unfixed; I have on my desk a list of bugs and glitches that I've logged ever since it was announced that Adam Lucas and his team(!) would be fixing them. Some have existed for as long as the product has been out (several years in some cases) and others for as long as I care to remember. There are 12 entries with 32 discrete faults/glitches, notwithstanding the perceived issues with physics that are outside my own area of expertise, but have been identified (but never, formally to my knowledge, accepted by RSC/DTG) elsewhere.
The suggestion that all my thousands of pounds worth of content will be rendered defunct is a bit of a worry, but I expect, much like MSTS before it as well as MS Flight Sim, I can see it continuing long after it's officially put out to pasture.
I'm trying to see this in a positive light, but my gut feeling is not a good one.
Rik.