What is the general rule for putting grass in a route while building? It seems that almost no one does it. Even Dermmy. I see grass in almost all his screenshots but when I download the route, there is none.
errmmm... yes. Guilty as charged your honour!
Route building is all about poly count. Acceptable frame rates is governed by the number of polys your computer has to draw. A route builder has to think about
where the polys are going to be allocated. The total poly count when running a route come from two places - the route and the session.
"Route Polys"' is the graphics load imposed on the system by the route.
"Session Polys" is the graphics load imposed on the system by the rolling stock.
The tricky bit is to balance the two to get a successful overall outcome.
Take two examples - my existing Clovis route and my WIP East Kentucky 3.
Clovis runs long trains (8,000 feet) composed of multiple hi-poly locos hauling a large variety of hi-poly rolling stock. Speed limit on the route is 70mph. So the graphics load imposed on the system by the session is going to be high - lots of polys moving fast. The route is long, so the AI is also keeping track of lots of trains, so more system load. Another issue on Clovis is that long trains on a flat landscape almost demand a long draw-distance, which equates to still more 'session polys'. Therefore the route polys MUST be kept low - as low as possible. So there is almost no grass. In fact there is almost no anything! The total graphics load of the route is kept as low as possible by using as few as possible assets repeated the minimum number of times - the background is almost cartoonish. Same house, same shed, same group of trees - well spaced out but repeated over and over.
EK3 on the other hand is entirely different. It is nothing but coal. The session polys will be low. Very few locomotive types, and virtually all 4-axle. Rolling stock can be reduced to about six different hoppers. Trains are short. Trains are slow - 35mph is the highest limit on the route. Traffic density is way way lower than Clovis. So very few lo-poly trains going slow = very little 'session' poly load. And in the hilly terrain, draw distance can be reduced to minimum lowering the 'session polys' still more. Therefore I can go to town on the 'route polys'. Zillions of trees and lots of grass and trackside shrubbery but still get an overall result that runs smooth as silk.
Now back to the original comment. Within reason screenshots look
much better with lots of grass. So on my Clovis screenies there is what I call 'eye candy' grass placed on a small area just for the screenie. It is generally not part of the route, which in retrospect could be misleading and perhaps needs to be stated more clearly.
EK3 screenies however are all exactly what-you-see-is-what-you-get. I think there might be one EK3 screenie where there is a bit of spline grass added, but the other 99 screenshots published to date (I posted screenie #100 yesterday) are
exactly from the route as it will be released...
Andy
