Size doesn't matter. Content is crucial. A huge carefully detailed route will run on anything. I single very highly detailed board will bring the latest whiz bang machine to its knees.
Running numerous trains on a large route has some hit on performance because the AI is keeping track of everything, not just what you can see. But that is just background number-crunching. The big performance hit in Traiz is video performance, and that comes back to content and detailing no matter how big the route or how many trainz are running out-of-screen.
Andy
Just an input from one of the "non computer" numpties on site (me) to reiterate this.
Yup! Sorted myself out and stopped being ambitious.
Now have route 30 odd tiles long, town and country, heavily landscaped with mixed double and quad track. Semiphore and MAS signalling, 7 junctions, 2 yards, 6 stations, 2 mines, 1 power station, two industrial sites, 18 portals. All runninng ok on an old Pentium 4 at whatever hertz, 303 meters medium wave and shipping forcast.
The re-use of trackside assets, particulary buildings, has made this possible rather than using differnet ones all the time. I would also add two things about the trains themselves.
I have found things much smoother if AI trains start from portals into the game session rather than being already "on the board" as it were at the start.
Also, if the train on which the game starts is starting in AI before you take over to perform any tasks, make it's first instruction to wait 30 seconds before driving to/via anywhere. This gives the PC time to assemble all the assets and scenary in view before it has to struggle with movement as well.
All the assets I have used are in TRS2006 (with exception of some locos and stock) and I have limited myself to using:
4 factory assets
8 House assets inc Terrace 6 and terrace 6 far
2 Church assets
5 shop/business assets
5 tree types
1 tree spline
2 signal boxes
5 staion buildings
2 canopy assets
2 Interactive stations, Hawes and Garsdale with MS platforms splines and ramps to add extras
1 Tunnel spline
1 viaduct spline
1 rail bridge spline
1 road bridge spline
2 fixed track bridge assets
2 road splines
2 Ineractive mine assets
1 Interactive power station
5 wall/fence splines
2 conveyor/bridge splines
about a dozen trackside signs etc.
By using these same assets multiple times in different arrangements I've found that you can still form pretty effective ( and some times quite impressive) scenes without resorting to tens of different assets and the problem of judder/stop frame veiwing has disappeared; even with 18 portals chucking additional trains into the game at anything from 2 to 10 minute intervals, no matter how many times I've extended the actual route length!
HAPPY HAPPY!
Thanks for the advice on here guys
Hope this is of use to those of you, like me in the "steam" PC era
Bista
Trying to make a virtual railway run better than the real one he works on!