Ongoing Investigation: SP6 Route Performance & Redraw Issues

I will upload my sagebrush assets tomorrow as i want to see if the new build wrecks them , by adding a mod and lod we reduced the triangle count from the millions down to 77 ,000. A number of jvcs older grass groups also caused issues in sp5 if one uses the 2019 fix versions from the dls they solved a myriad of issues.
I hate to be a bother - but how can I tell if my jvc grass is old? The content manager is not showing any red warning in the status. Also, how do I uniformly update them if they are old? I appreciate your help! Thank you!
 
If they say they are obsolete, they have already been replaced in your CM, and can be deleted (list by asset number to see them together). If they say "Newer version available", you can right-click them and "List asset versions", then download the latest versions. Also, by looking, <KUID:xxxxx:xxxxx> would be updated to <KUID2:xxxxx:xxxxx:1>, or if already like that, the number 1 would be set higher.
 
Hi everyone, appreciate all the feedback. We are actively working on a solution that will be rolled out quickly. Could I please get a list of core users willing to test an exclusive patch to help confirm whether the new build resolves the issues you’ve been seeing with SP6?

A simple reply with your MyTrainz account will be enough, thanks. I can contact you directly via the linked account email address. If your linked email isn’t correct, please update it to ensure you receive the patch invite.
I would like to join in also!
 
The latest build info has been emailed to those interested. Please follow the information in the email.
Thank you so much N3V :) I am waiting for the SP6 hotfix/patch .... currently I am with Trainz 2022 STEAM version SP4. Is there any chance I could be joined for that latest build? ^_^
 
Hi everyone, appreciate all the feedback. We are actively working on a solution that will be rolled out quickly. Could I please get a list of core users willing to test an exclusive patch to help confirm whether the new build resolves the issues you’ve been seeing with SP6?

A simple reply with your MyTrainz account will be enough, thanks. I can contact you directly via the linked account email address. If your linked email isn’t correct, please update it to ensure you receive the patch invite.
I would like too
 
Those additional users asking to be a part of the testing should now have an email with instructions.
Patch has improved frame rates. No rendering issues now.

Maybe some other issues that I am seeing in running the session but more checking required to find out if it is patch related or session instruction related.
 
Upon further investigation I found a couple of performance issues, but these issues appear exclusively on large, resource demanding areas. I responded back to the N3V in the same e-mail chain, like they asked in the original e-mail and showed the difference between SP5 and this new build. And yes, I know there's probably a lot of trees there and a lot of heavy objects, all that. My point is these ran on SP5 pretty good.

If I were to summarize the results of testing this new build, I'll say it's definitely better than SP6, but probably still a bit worse than SP5. In most cases it's improved from SP6. At least from what I was able to test. My assumption is N3V seeks ballance with memory limitations by giving this build to testers. We'll see if the devs decide to change anything else. Still, glad they've listened to us. And also, hopefully a few smaller bugs I reported recently will be checked out too.
 
Hi there
I got the update from N3V and tested it on two different versions. Build: 132285 (after update) TRS22 PE and Build: 132284 (after update) TRS22+
I'm surprised, it works.Tracks, splines, everything is now displayed. :thumbs_up:I just had to lower my distance setting a bitbut that's due to my slightly older GTX 1070.
This is what it looks like now in the Maschen marshalling yard and the Hamburg map:

70957-70cb1f971ab46813c6d3632915d5aa96f826aa0b89b717b44028e0b691a23601-variant.webp


70956-f81a50837bcddc81bde4f16df8c5fabdd56c860c903f66d939c36d9b1f7ac707-variant.webp


70958-f84724042558c539276f2eddcbb89707730b1a360d1110b1027dd4a811582a54-variant.webp
 
This patch seems to resolve most of the issues I could find. Seems to be running more like build 131950 before the SP6 update, but still has some microstuttering and still has some slow redraws when switching drivers in different scenes-the amount of time for redraw depends on how heavy the scenery is. It does appear that you now have the GPU carrying more load than before. In SP6 my maximum GPU usage never passed 30%, even with sliders maxed out and after the patch the GPU is now showing 50 to 60% usage and less usage on the CPU. This patch, although not perfect, is by far much better.
 
I found a couple of performance issues, but these issues appear exclusively on large, resource demanding areas. I responded back to the N3V in the same e-mail chain, like they asked in the original e-mail and showed the difference between SP5 and this new build. And yes, I know there's probably a lot of trees there and a lot of heavy objects, all that. My point is these ran on SP5 pretty good.
In my case the main problem (slow FPS in one high density area) in my merged route first appeared in SP5 after some major scenery changes I had made. Optimizing the route by using less memory hungry assets and replacing most of the SpeedTrees with their Plant Factory equivalents reduced, but did not eliminate, the problem in SP5. The problems continued in SP6 and further optimizations made some improvements but not nearly enough.

After installing the SP6 fix the frame rate problem disappeared and I was able to, cautiously, restore a limited number of the high memory assets (road splines) that I had removed in the optimisations - they were too good to not use and I could not find any equivalent low memory alternatives.
 
I don't know what they are doing to move it from using less CPU to using more GPU.
I would say see if it can be more, like another 10-20%, as the GPU should be doing a lot more work these days.
Give it a thorough testing with that before giving it to the public for testing.
Also, as I have asked before, what are the specs for the systems the developers are using?
 
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