SOO LINE V3 to be released tomorrow!!

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Re: SOO LINE V3 to be released tomorrow!!

Unread postby styckx » Wed Mar 02, 2011 12:20 am

Ian... I love the route, but something with your assets (or something) is a frame rate killer. Like the city area around the swing bridge is insane.

Forwarning: I'm not shaking my fist yelling.. Just giving some feedback.

I'm pushing an I7 at 3.7ghz w/ 8GB DDR3 and dual Radeon 5870's and creeping down to frame rates in the 15's and 20's during certain stretches even at 1920x1080.


20 FPS here with 1600 assets on the tile.

Image

What further confuses me is the tiles aren't exactly packed with assets either. 1600 assets on the tile in that one above.

For comparisons sakes

42FPS with 3500 assets on the tile. (WCML)
Image

There is really something a miss here.. 1600 assets on a tile shouldn't be sending my rig to its knees. 1600 assets on a tile is technically speaking a low asset count.. Did you by chance set the LOD on all your assets to some insane distance? It's the only thing that can explain this. Something needs some serious optimization and looking over.

I can roll through WCML (which is known as a performance killer) at 5760x1080 from end to end never once dipping below 35fps.. Your route at 5870x1080 is a slide show in certain areas (around the city) yet has 1/2 the assets on tiles. Once I get away from the city area the play is fine, but your entire city area is crippling.
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Re: SOO LINE V3 to be released tomorrow!!

Unread postby eyein12 » Wed Mar 02, 2011 8:22 am

funny my system is handling pretty well in most areas around the city. I think its the LOD's all of the tall buildings having LODS of 2000+ and that will pay off when RW upgrades the draw distance. because the game engine should include their "presence" in the memory allocation as yo umove about the area. Hopefully they will fix the memory usage issue with the game engine. I thought it was textures but its not, its the building LODs and I'm just did what i could within the limits of the game now.

my system is half your power and i get minimal studdering. its not enough to stop me from passing through the area. decrease your camera view so you dont have 4 tiles which have 1600 assets or more each in one view. and stay close to your train. 4x1600 is 6400 assets the game engine has to call on! if youre viewing in one direction your memory is well above the required amount to store the assets as your turn your field of view.


a dual core ES5500 with 6gb RAM and 8500gt nvidia card but i get in the 25's frame rates too in the city and 30-40s and so on in the country. so its the game engine as i stated. raise the fist at them lol!

WCML 3500 assets must have LODs of like 1000 which is ridiculous. I would rather studder and see buildings in the distance as you would in real life than wait to see them magically pop up 100 feet away from my cab, no thanks!

regards,

ian
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Re: SOO LINE V3 to be released tomorrow!!

Unread postby thecanadianrail » Wed Mar 02, 2011 8:50 am

hmmm, my framerate never drops below 15 going through this part of the route (my card is not the best avalable but it is better than the factory card) and on most of the route i am hitting between 25-30. there are some spots where it skyrockets up to 70!
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Re: SOO LINE V3 to be released tomorrow!!

Unread postby Bart35 » Wed Mar 02, 2011 10:08 am

Is there any plans to upgrade the route to use scalerails !*drool*! !*drool*!
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Re: SOO LINE V3 to be released tomorrow!!

Unread postby eyein12 » Wed Mar 02, 2011 10:46 am

not on my end

but otto did


http://www.otto-wipfel.co.uk/rw-downloa ... 1-otto.rar

visit his website to make sure yo uget everything

http://www.otto-wipfel.co.uk/rw-downloads

regards

ian
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