ZecMurphy
Community Assistant
There are other games that are likely rendering way more polys and detail then even the most heavily unoptimized scenery populated trainz route, and yet are running faster and smoother with better visuals then trainz because UE4/5 is way more efficient then Trainz E2. Its not a poly problem (though that's part of it), its more a game engine problem. Why should trainz be running a high end 3060ti at 100% all the time? I feel the E2 engine still has a whole bunch of potential for optimization.
Although they may allow for rendering more polys in some situations, there will be other technologies at play here. UE4 for example can automatically generate LOD on objects, which can make a massive difference. Additionally, any game that is being sold will absolutely have LOD on those objects to, as I mentioned, allow you to actually control how much detail is in the scene. It also has to be remembered that Trainz in many cases is allowing a larger maximum draw distance than most other games (which use distant mountain techniques to 'fake' a longer draw distance), allowing up to 15KM draw distance, although it's likely that most objects shouldn't be visible behind 4-5KM.
I have absolutely no idea how you expect Trainz to be able to lower detail on objects that have no LOD (and hence no way to lower the detail on them).
As to running the GPU at 100%, there are multiple functions in Trainz that are run through the GPU, so as to take a lot of advantage of the processing these offer. However running at 100% also sounds like you have the performance settings high enough to be making Trainz push the graphics card harder.
There is also another large factor at play on most routes, and that's rotated textures. Each level of rotation adds to the resource usage, and hence if you are 'rotation spamming' textures (ie holding [ or ] when painting), and have a lot of different textures visible that are all 'rotation spammed', then this will be adding a lot more impact than you might have expected, with it being closer to loading 8x the number of textures than if you didn't rotate the texture at all.
That's not to say there's not still room for us to make improvements to the engine, but at this point there is a lot more of an issue with inefficient content.
Regards