buzz456 wrote:my running time is often just a short time and I don't have time for all that foo foo.
PamBrooker wrote:Since this is going to be a 64 bit ystem, will it be programmed to split child processes like textures and weather off to seperate cpu cores while using the main gpu to handle the main animation and engine display functions??
Chacal wrote:TSW looks awesome. Good job gentlemen.
I appreciate that there is a roadmap to the future. I'll stick to TS2017 for now, as I have a huge investment in it and more routes, scenarios and assets than I have time to play them. I have yet to try a European route!
I'll let early adopters pay for getting the beta, and I'll let them go through the new game's childhood pains. In a few years, when it's stable and has enough content, and I have more money, I might start trying it.buzz456 wrote:my running time is often just a short time and I don't have time for all that foo foo.
+1. Presumably we'll be able to just jump in and bypass this kind of thing. Like when VRC came out with the GP40 with its advanced starting procedure, and I said why not let us bypass all this with the 'Z' key?PamBrooker wrote:Since this is going to be a 64 bit ystem, will it be programmed to split child processes like textures and weather off to seperate cpu cores while using the main gpu to handle the main animation and engine display functions??
I think the game engine is supposed to take care of that kind of things. See if Unreal 4 does that.
harryadkins wrote:Does anyone have experience working with graphics in the Unreal engine? If so, could you give us an overview of the process and what types of files are involved. Graphics creation is one of my favorite aspects of the game.
Currently, our 32 bit TS-2016 only uses one core, regardless of how many cores you tell it to use. Opening up multi core usage will allow them to do much much more by simply distributing the loads between cores, and we wont notice any difference in performance.
peterhayes wrote:Pam
Sorry but
Currently, our 32 bit TS-2016 only uses one core, regardless of how many cores you tell it to use. Opening up multi core usage will allow them to do much much more by simply distributing the loads between cores, and we wont notice any difference in performance.
However, TS 2016 is multicore capable - has been since TS 2012, plus the way Windows works it can also allocate cores for any app to use and not just limit the app to a single core. TS is not true multicore, never has been, but then there is no guarantee that TSW 64-bit will be true multicore or that true multicore apps are any more efficient or better than current "serial" ones.
You can set TS to use a single core via task manager, just go in and set it (SET Affinity) to ONLY use Core 0 (the "OS core" and sit back and watch the slide show).![]()
I use an app called Process lasso and often instruct it to only use Cores 1, 2, 1nd 3 leaving core 0 to the OS, this has some benefits wrt tile boundary stuttering, but not as much as I would like. I use a device called a Pertelian (or any Logitec keyboard with LCD display) and that shows in real time TS2016 will use 4 cores in a quad machine and that you can restrict TS to use just 3 cores too.
We need to understand that a 64-bit program may not perform any better than a 32-bit one, yes, it will be much less prone (if at all) to VAS errors and that will be a major advance, particularly wrt TS editor. Is ETS2 32-bit any better than ETS2 64-bit?
The UE4 engine will be good, but to me one of the biggest advances will be to move from DirectX9.0c to Direct X 10, 11, 12. Just look at the difference between p3D (DirectX 11) and MS FSX (DirectX9.0c) to see what I mean.
Exciting times!
Regards
pH
peterhayes wrote:Pam
Good points but splitting discrete "duties" across the cores may not necessarily increase performance. X-plane may well do that as you say, but so does TS 2016 in a certain way in that it utilises any core available and "splits" the load that way. If X-plane is doing as you say then there will need to be some real computer oomph to process and recombine those code elements that it has "split" up, so that it can be processed and displayed by the graphics card. Now again, I do not se any performance gain between the 32 or 64 -bit versions of XPlane wrt, frame dwell times, cpu usage, RAM usage, VRAM usage and so on.
Anyway with X-Plane 64-bit I'm not sure if it has Large address aware flag set (I could never find out from anyone at X-Plane) - if not, it can use all the cores that it wants to but with no or little increase in VAS, it is always going to be limited in terms of performance.
A true multicore app (I don't think that X-Plane is - I can't even think of any sim that is?) requires the code to written precisely and correctly, ie so called parallel computing, and there is no evidence at our level, ie games, simulation, it is any better than what we use today. I'm not even sure that Windows is optimised for parallel computing and that could cause issues when it is running a true multicore app??
As I say the biggest advance for me will come form a 64-bit app than can use up to 8 TERABYTES of VAS, and the use of the later versions of DirectX, on a stable gaming platform. At the end of the day TS2016/7 is still multicore capable, and it runs much more smoothly when more than one core is available to it.
Maybe you were thinking of multi-threading?
Regards
pH
NS349 wrote:Question here: So If I am understanding it correctly as of right now, TS2017 will be a new yet separate from the other updates? In other words, say all the dlc and freeware routes/repaints/sounds etc... Those will stay with TS2016 but not move on with TS2017 as it did with TS2012 to present correct? That TS2017 will be a completely different game engine?
ZekTheKid wrote:NS349 wrote:Question here: So If I am understanding it correctly as of right now, TS2017 will be a new yet separate from the other updates? In other words, say all the dlc and freeware routes/repaints/sounds etc... Those will stay with TS2016 but not move on with TS2017 as it did with TS2012 to present correct? That TS2017 will be a completely different game engine?
TS 2017 is just another DLC vamp for the exiting sim. But if you're talking about the new sim, TSW, then RS it is a new game engine; unreal 4.
NS349 wrote:ZekTheKid wrote:NS349 wrote:Question here: So If I am understanding it correctly as of right now, TS2017 will be a new yet separate from the other updates? In other words, say all the dlc and freeware routes/repaints/sounds etc... Those will stay with TS2016 but not move on with TS2017 as it did with TS2012 to present correct? That TS2017 will be a completely different game engine?
TS 2017 is just another DLC vamp for the exiting sim. But if you're talking about the new sim, TSW, then RS it is a new game engine; unreal 4.
So will you still be able to access the content in TS2016 and not lose any of the addons etc?
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