Get the Horseshoe Curve

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Re: Get the Horseshoe Curve

Unread postby PapaXpress » Thu Sep 29, 2011 10:53 pm

I am trying that FXAA injector, but I am not sure that its working. Is there a way to find out if its hooking in?
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Re: Get the Horseshoe Curve

Unread postby styckx » Thu Sep 29, 2011 10:54 pm

PapaXpress wrote:I am trying that FXAA injector, but I am not sure that its working. Is there a way to find out if its hooking in?


It is enabled by default.. Shift+Pause/Break turns it off and on though. Make sure your Wrapper AA settings are either OFF or one of the SSAA settings.
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Re: Get the Horseshoe Curve

Unread postby PapaXpress » Thu Sep 29, 2011 11:05 pm

yea, I read up on the AA settings so I chose SSAA since I had 40 frames and the next step brought it down to 20.

I will try the shift+pause
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Re: Get the Horseshoe Curve

Unread postby styckx » Thu Sep 29, 2011 11:07 pm

Yeah, then try it with the AA turned off then. It'll look better than the MLAA + MSAA 8X settings, since they don't do anything.
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Re: Get the Horseshoe Curve

Unread postby g_nash » Thu Sep 29, 2011 11:08 pm

styckx wrote:It's gotten better in performance a lot gradually. Knocked a few settings back (water/particle destiny) and it's playable. Plus the FXAA injector. So I can run at SSAA 1x2 now and grab some extra performance that 2X2 steals from me.




Latest update did give a little something , but I've already compromised as far as I'm willing , up to RS now to fix CPU/GPU , or better yet , draw a line in the sand re: legacy , that switch method failed for Auran/Trainz and I don't see it doing anything different for RW. Good news is that the asset blocks are great savers , they perform exactly as advertised, put down 50miles of trees ( @ maximum decal size and capacity ) last night and FPS only dropped fractionly entering the section then kicked up and remained fairly constant ( tile boundaries still seem to be a slight problem ) point lights are not the hogs I thought they'd be either , so good news for the future of routes .


styckx wrote:I also sent in the Azimuth settings to RSC.. Hopefully it'll trickle down to the end users.


Hope it gets used then , it's not that hard to check where things are in the real world .

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Re: Get the Horseshoe Curve

Unread postby Bananarama » Thu Sep 29, 2011 11:17 pm

g_nash wrote:...it's not that hard to check where things are in the real world .

It is if it's backwards. RW's Northern Hemisphere is in the South, while the Southern Hemisphere is in the North - someone goofed when coding the original values.
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Re: Get the Horseshoe Curve

Unread postby g_nash » Thu Sep 29, 2011 11:25 pm

Hack wrote:It is if it's backwards. RW's Northern Hemisphere is in the South, while the Southern Hemisphere is in the North - someone goofed when coding the original values.


Oz is on top and right where it's supposed to be, no error at all . !!spank!!
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Re: Get the Horseshoe Curve

Unread postby PapaXpress » Fri Sep 30, 2011 1:22 am

PapaXpress wrote:yea, I read up on the AA settings so I chose SSAA since I had 40 frames and the next step brought it down to 20.

I will try the shift+pause


That worked! I am seeing only a slight difference in image quality, but its not costing me anything so I will take it.
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Re: Get the Horseshoe Curve

Unread postby Chacal » Sun Oct 02, 2011 1:03 pm

Question about PRR signals:
I noticed that when my train enters a block, the signal changes to "stop" only after the LAST car or trailing engine enters the block, not when the leading engine enters it as is usual.
Is this normal operation on the PRR at that time, or is it just in the sim?
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Re: Get the Horseshoe Curve

Unread postby barnez » Sun Oct 02, 2011 1:41 pm

Chacal wrote:Question about PRR signals:
I noticed that when my train enters a block, the signal changes to "stop" only after the LAST car or trailing engine enters the block, not when the leading engine enters it as is usual.
Is this normal operation on the PRR at that time, or is it just in the sim?


I believe this is just the sim. The signals on the NEC exhibit the same behavior and I believe the underlying scripts are very similar

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