Core Update.

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Re: Core Update.

Unread postby eyein12 » Tue Feb 07, 2012 10:48 pm

Maybe this will improve 3rd party developer functionality. I think this will help with my stuff at least.
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Re: Core Update.

Unread postby Csxgp38-2 » Tue Feb 07, 2012 10:53 pm

I'm confused about this all, but I'm backing up everything.
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Re: Core Update.

Unread postby arizonachris » Tue Feb 07, 2012 11:11 pm

I always have my "steamapps" folder backuped once a week on an external drive. The Death Star cannot evade me! !*roll-laugh*!
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Re: Core Update.

Unread postby SCLALINE » Wed Feb 08, 2012 1:46 am

Thats no Moon, Its a Space Station!!!!!
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Re: Core Update.

Unread postby micaelcorleone » Wed Feb 08, 2012 2:20 am

arizonachris wrote:I always have my "steamapps" folder backuped once a week on an external drive. The Death Star cannot evade me! !*roll-laugh*!


Your faith in your backups is your weakness, young arizonachris.
*!!wink!!* !*roll-laugh*!
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Re: Core Update.

Unread postby glenn68 » Wed Feb 08, 2012 6:33 am

Luke, Luke, come over to the dark side! LOL!
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Re: Core Update.

Unread postby SMMDigital » Wed Feb 08, 2012 8:31 am

"Have you ever heard the story of Darth Updateous the Wise? He was a Sith Lord who was so powerful that he could even keep the programs he loved from crashing."
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Re: Core Update.

Unread postby TheFlier » Wed Feb 08, 2012 9:20 am

LOL guys :)

But whatever - atm only half of my rig's potential is being used by RW3. If the update can unlock another portion of it - enough to make NEC at least playable once all the extraneous Ai and loose consists have been stripped out - then I for one will be happy. :)

oh yes... and it would be nice if the update also changed a lot of the NEC's speed-limits so I can unlock the potential of the Acella too (LOL)
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Re: Core Update.

Unread postby SCLALINE » Wed Feb 08, 2012 2:15 pm

well i just got the update i think, here we go

Railworks 3: Train Simulator 2012 Update Released
Product Update - Valve 13:43
Updates to Railworks 3: Train Simulator 2012 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

- FXAA replaces MLAA.
- Fix for floating grills
- Kuju RailSimulator Bridge Lofts fixed
- Kuju RailSimulator Digital Clocks do not illuminate at night.
- Use actual frame timing rather than time sliced frame timing for edit camera, so frame rate is consistent with camera motion.
- Fix for showing incorrect FPS with shift + z
- Less GPU stalling at high framerates by flushing the command buffer when 2 frames are queued for rendering.
- Unstepped rather than unclamped for frame time updates on camera
- Physics transformation interpolation for Player RV geometry and Physical cab camera
- Brake pipe pressure gauge fully working in HUD
- Increased protection against cracks
- Fix for mixed double head steam running out of fuel
- Fix for facing double head steam fighting
- Particle optimisations
- Multicore improvments
- Superelevation works on 3D track
- Casting lights are scaled back on lower settings
- Tile File loading optimisations to smooth streaming
- Emitter shaders are only loaded once
- Smoothed dirty network building to stop stutters
- FXAA doesnt up then down sample when SSAA enabled - less blurry
- Platform character update optimisations
- Incorrect water clipping fixed
- Electric power on 3rd rail with no panto
- Gantry tool offers height offset
- HW instancing turned off in PS2.0
- Changing the time of day in the scenario editor will not permanently turn off day/night type lights in the current tile.
- Fix for crash in cScriptManager update
- Scenery decals are incorrectly lit in TSX.
- Seasonal lighting up times
- Invisible decals
- AA issues with precipitation fixed
- Day/Night lights additional fix for randomly being in wrong state
- Fix for point light / spot light / water changes not saving when only properties in the fly out are modified
- Fix for hex colour parsing / display
- TrainBumpSpecMask shader was ignoring specular mask fixing a loose end with Career Mode cheating
- Smoothness improvements in scenery streaming
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Re: Core Update.

Unread postby RudolfJan » Wed Feb 08, 2012 2:37 pm

SMMDigital wrote:I want names and addresses of the beta testers. Getting my supply of pitchforks and torches (not flashlights) ready to roll...

It gives me great confidence that most of the beta testers were probablly the same people who post to the RS Farcebook page. !**duh*!!

Why this comments? How many updates did we get for MSTS?
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Re: Core Update.

Unread postby _o_OOOO_oo-Kanawha » Wed Feb 08, 2012 2:52 pm

Just got it as well and restarted Steam and TS 2012. Version now 10.9a, no new switches.
My touchstone is "Acela Express" on the NEC. Quad core 2,4 GHz, 4 GB, 560GTX, SSAA2x2, Bilinear, High to Highest detail for a nice smooth picture.
Fps went up from 7 to 8, CPU and GPU still only 50% utilized at most. Not much of an improvement performance wise also, though there appears less stutter.

Will wait and read in on further assessment before drawing final conclusion. Nothing dramatic/drastic here. The attention is probably to details that largely go unnoticed.

Just did a file search on the Railworks folder and counted about 1100 files changed. Mainly Kuju assets, routes and scenarios, shaders. Plus all the exe's in the root folder. No sign of RSC's assets updated yet, i.e. floating grills etc.

Edit: checked up on the SW1500 and SD70, grills are now afixed!
Last edited by _o_OOOO_oo-Kanawha on Wed Feb 08, 2012 3:24 pm, edited 4 times in total.
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Re: Core Update.

Unread postby ArcticCatZRT » Wed Feb 08, 2012 3:09 pm

I'm having the worst time with steam, it will not give me the update, and will not launch Railworks as it gets stuck at Preparing to Launch, until I get a notification that the game is unavailable. I have also been hearing a mixed bag of reactions, a large amount good, some bad, such as what is stated above me.
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Re: Core Update.

Unread postby Marleyman » Wed Feb 08, 2012 3:47 pm

Today, before the update I tested things on the Horseshoe Curve Route, especially the Danger at Rose Tower scenario as this really tests my the PC in the FPS department. Then I tested the same scenario after the update.

PC Spec;
Intel core i7-920@3.3ghz
6GB 1600htz RAM,
GeForce GTX 480 1.5gb.
and Windows 7.

Settings:
1680x1050
TSX on
Anti-Aliasing SSAA 3x3
Texture Filtering Anisotropic x8
and all internal game settings on maximum.

The intro Scripted Video to the scenario plays great with these settings however, the gameplay still shows some jerkiness in the frames. It is playable, very playable with these settings and reports 14-16 fps. I can play this scenario and would be saying it was ‘ok’ if asked however, if I set the Anti-Aliasing to SSAA 2x2 I get great results, in game fps reports are min 20, max 24 over several tests throughout the scenario. The game play is very smooth on this scenario with just the AA setting changed.

Using FRAPS to report frame rates I have the following results using the setting above with Danger at Rose Tower scenario and changing only the AA settings. Running the scenario from the start to pick up the first set of wagons only.

Before the Update; SSAA 3x3 - 4 fps
After the Update; SSAA 3x3 - 10 fps

Before the Update; SSAA 2x2 - 10 fps
After the Update; SSAA 2x2 - 20 fps

Before the Update; MMLA+MMSAx8 - 31 fps
After the Update; MMSAx8 - 42 fps

I notice that the name for the setting has changed from MMLA+MMSAx8 to MMSAx8 but is still on the forth mark. So I think that is a fair test and shows quite an improvement to me. My usual game settings were MMLA+MMSAx8 but I am sure I will be using SSAA 2x2 on 'the big routes' and look forward to using SSAA 3x3 on less demanding routes.
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Re: Core Update.

Unread postby MattW » Wed Feb 08, 2012 4:07 pm

Well at least it's now playable for me. I see no difference in Antialiasing in any mode other than none so I'm keeping it on base FXAA. I can now run with lights on and it be smooth, but I was in free roam so no AI traffic yet. FPS when away from Philadelphia on the NEC gets up to the low 20s with TSX on.
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Re: Core Update.

Unread postby SCLALINE » Wed Feb 08, 2012 4:38 pm

i can actually run some shadows and not take a huge FPS Hit, there is a definite improvement
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