Ongoing Investigation: SP6 Route Performance & Redraw Issues

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Works good to me.
 
Thanks to everyone for their help with getting this SP6 hot fix turned around quickly.
Thank you so much sir 🙏🙂 I just got an update on STEAM...It has no name and size is 176MB, I applied it and it fixes stuttering + drawing object in my local heaviest route https://www.facebook.com/nitropresent.
 
Just updated to SP6 HF1. Honestly. I haven't noticed any differences in performance between SP6 and SP6 HF1. Still getting 30fps or less with tree intensive routes even with tree quality on low.
 
I use STEAM 🙏 just got notified from STEAM Windows and not from Windows Trainz menu ... btw the build now is 132316.
Thank you.... I just want to update my windows (non-steam) software straight to the hotfix and not the broken SP6. I don't want to press install now on the windows menu and it install the non-fixed version.
 
Since you have not installed SP6, you will be offered a fresh patch containing both the features of SP6 that was not causing the problems and the new fixed changes that fix the issues. Reading between the lines of the note on the fix, it was problem with internal settings and not "crappy" code as was suggested by some users.
 
Since you have not installed SP6, you will be offered a fresh patch containing both the features of SP6 that was not causing the problems and the new fixed changes that fix the issues. Reading between the lines of the note on the fix, it was problem with internal settings and not "crappy" code as was suggested by some users.
I hit install now and it is saying it is upgrading to build 131950. Is this correct build? I thought it was 132316....

Should I just do the upgrade to 131950 and then see if the next patch pops in that will take it to 132316?
 
Reading the HF
I hit install now and it is saying it is upgrading to build 131950. Is this correct build? I thought it was 132316....

Should I just do the upgrade to 131950 and then see if the next patch pops in that will take it to 132316?
Yes, just wait for the automatic DBR to finish and it will pop up a new patch that is tiny.
 
Reading the note about the hot fix, this fix is just returning the memory management system within Trainz to what it was in SP5 to allow more time for content creators to reduce the amount of memory their assets use. I expect that a future version of Trainz will impose those stricter limits in the future.
 
Reading the note about the hot fix, this fix is just returning the memory management system within Trainz to what it was in SP5 to allow more time for content creators to reduce the amount of memory their assets use. I expect that a future version of Trainz will impose those stricter limits in the future.
I don't see how that is realistic given the incredible amount of assets on the DLS from God-knows-how-many creators that are present in just about every route. I also don't understand this memory management system. From what I gather, it's punishing people with better hardware to cater to those with bottom-tier hardware. I'd say my PC is somewhere around mid-tier by today's standards (i5 9600k 4.3ghz, GTX 1080, 32gb RAM) but as of this SP6 hotfix, Trainz still won't use more than 30% of my GPU while my CPU breaks its back to squeeze out 20 FPS on the Pennsylvania and Berwind 2.0 on low settings. I know my PC should and can run Trainz much better than this, as was the case with TRS19 and early versions of TRS22.
 
Reading the note about the hot fix, this fix is just returning the memory management system within Trainz to what it was in SP5 to allow more time for content creators to reduce the amount of memory their assets use. I expect that a future version of Trainz will impose those stricter limits in the future.
I don’t understand why it is important to reduce the memory usage, especially since memory is so cheap today. Why is it important to impose memory limits? Also some of the asset creators are no longer active so there assets will never get updated. Maybe that is not what memory management is all about.
 
Does anyone know exactly what memory reduction is?
What exactly does it mean when content creators say they have more time to reduce the amount of memory their resources use?
Could it be one of these?
-Reducing the number of textures an object uses from 1 to a maximum of 3.
-Making those textures no larger than 2048x2048 pixels.
 
I don’t understand why it is important to reduce the memory usage, especially since memory is so cheap today.
Memory may be cheap but not everyone has systems with 64GB, 128GB, or even just 32GB of on-board RAM. Nor do they always have the ability to upgrade their existing memory.

From my point of view, the biggest issue with memory is how much is consumed by assets that have never been optimised by their creators. To be fair, when you have a system that encourages all users to be creators and contribute to the DLS (and this does increase the feeling of "ownership" and "community" by the users) then you are going to get memory hungry assets created by inexperienced, or non-expert, but enthusiastic users. In those cases it probably does not matter if you have a huge amount of on-board RAM, it is the rendering of these objects that consumes CPU/GPU cycles and slows down the performance and FPS.

Many of my recent problems were caused by assets that had file sizes well in excess of their visual impact. One example I came across was a very small bush that contained over 1MB of data - the mistake I made was to use it as a common ground filler throughout the route. Another was a road spline which I used extensively that consumed 4.5MB for every spline segment. Then there are the large assets created in Sketchup and major scenery items that do not have LOD data. These are where reducing memory usage becomes important.

My thoughts and theories.
 
Memory may be cheap but not everyone has systems with 64GB, 128GB, or even just 32GB of on-board RAM. Nor do they always have the ability to upgrade their existing memory.

From my point of view, the biggest issue with memory is how much is consumed by assets that have never been optimised by their creators. To be fair, when you have a system that encourages all users to be creators and contribute to the DLS (and this does increase the feeling of "ownership" and "community" by the users) then you are going to get memory hungry assets created by inexperienced, or non-expert, but enthusiastic users. In those cases it probably does not matter if you have a huge amount of on-board RAM, it is the rendering of these objects that consumes CPU/GPU cycles and slows down the performance and FPS.

Many of my recent problems were caused by assets that had file sizes well in excess of their visual impact. One example I came across was a very small bush that contained over 1MB of data - the mistake I made was to use it as a common ground filler throughout the route. Another was a road spline which I used extensively that consumed 4.5MB for every spline segment. Then there are the large assets created in Sketchup and major scenery items that do not have LOD data. These are where reducing memory usage becomes important.

My thoughts and theories.
This may all be true, but the memory reduction by N3V caused a lot more issues than it solved. I didn’t hear a lot of complaints with the way it was.
 
I didn’t hear a lot of complaints with the way it was.
There have always been complaints about assets that were killers of system performance and/or "broke the rules". Poorly written scripts, for example, that never terminated and consumed endless processing cycles. It was those scripts that forced the introduction of "time-out" restrictions. There were creators who found it easier to fiddle with the asset build number than to fix the problem with their asset.

Without knowing for certain, as I am not an N3V "insider", the memory management system they introduced (or intended to introduce) may go a long way to fixing these memory/processing performance issues.
 
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