Trainz Update Announcement (SP6)

Well I upgraded to SP6 and opened a heavy scenery city route (The Milw Road Beer Line and outlining yards referenced off the Kalmbach book of the same name).,
and low and behold no issues with it and surprisingly the performance and FPS better...
So far so good now to test the other routes...
 
My issue with is they suddenly made these changes in SP6... like, why this late into the TRS22? Might as well, again, leave it for the next game, which we all know will be coming anyway, where a lot of old stuff will break and users will have a chance to start clean, you know? Why do they feel the need to shove this update now? This is what really buggs me. We had a good stable performance-wise SP5 HF and now we have this.
They could have not done SP6 for TRS22 and I agree that might have been the wise move but that means no bugs fixes since SP5 HF1. It is a business decision.
 
Also looks like N3V restricted the number of positions in locos to 8 now. Before it was possible to script the loco to go over 8. Hence the problem with RSK CHS2, for example, it should go up to 43 positions, but can't go over 8 in SP6.

I imagine this could touch a lot of locos. I'll submit a but report on this also.

 
What are the new memory limits? Have they been published somewhere? My Trainz route exceeds 1 GB and thus can’t be saved as a cdp. It can be saved by other means. If I upgrade to SP6 will my route be too big to run? It runs fine on SP5 if you don’t mind the blurred assets, particularly moving rolling stock. Runs even better on SP4, no blurring of assets. I’m a Mac user.

Cayden
This isn't storage or RAM in our systems and is some untold magic number used by TRS-Plus and TRS22.

The issue I have is we have no way of knowing if assets will work or not until after we've installed and tested them. We can't tell by assets size, although there may be a hint there, because of PBR textures.

Instead of throwing this at the community and telling us to go figure it out, they should supply tools to assist us. How about a heat map to show worse performers?

The in-game performance statistics have that information but it's gawd awfully small and without a dark outline around the text, it's impossible to see due to white text managing to find its way on white surfaces.

Why do some routes work better than others?
Why do some routes with the same assets work better than others?

On my very large route, with parts dating back to 2004, I tried a neutered version where I amputated the city area that is quite heavy even in SP5. Did it make a difference? Nope.

I tried lowering the performance settings and brought my draw distance down to 3000, and... it didn't make a hill of beans difference.

Without necessary tools to remedy the situation locally, we're playing Whack-an-asset. How do we know what to delete? Do we go after the assets that disappear or do we go after those that remain in view?

Something's broken here and as is typical the lead programmer is not admitting it. He's done this before and ended up eating a flock of crows and finally gave us service packs. Will we see something this time? I doubt it.
 
Without necessary tools to remedy the situation locally, we're playing Whack-an-asset.
Great way to put it sir...
Although I felt like I won the lottery with this update so I decided well let's see how the new trees are...
I tried out some grass clusters and found some of them floating 50feet above the board level and others look like old 2004 box assets with bleeding colors, so I scratched those...
Aurans trees looked really nice so I bulk replaced the ST trees with them and ran 1 train. (I basically use no more than 10 varieties of the ST_ type in a route and a couple cl tn bushes).
The results were not good for me train stuttering and you could see the trees popping or switching with the camera at close distances.
I reverted back to ST_ trees for the time being and try slap a test board route together to see if older routes are the issue with the new trees?

Dave
 
Great way to put it sir...
Although I felt like I won the lottery with this update so I decided well let's see how the new trees are...
I tried out some grass clusters and found some of them floating 50feet above the board level and others look like old 2004 box assets with bleeding colors, so I scratched those...
Aurans trees looked really nice so I bulk replaced the ST trees with them and ran 1 train. (I basically use no more than 10 varieties of the ST_ type in a route and a couple cl tn bushes).
The results were not good for me train stuttering and you could see the trees popping or switching with the camera at close distances.
I reverted back to ST_ trees for the time being and try slap a test board route together to see if older routes are the issue with the new trees?

Dave
Your results with the new trees are similar to mine. I'm not impressed with them either and disappointed.

I was wondering if it could be old routes that are having issues. Let us know what you find out.
 
Upgraded to SP6 and I'm also having probelms, especially on larger routes. The game is now extremely slow at rendering things, sometimes just not rendering them at all. If I move to a different part of the map, I'll be looking at 1/10th of the content that is supposed to be there, watching things load in very slowly. If I move down the route a bit and come back, everything that did manage to load will be gone again. Tried the suggestion by another user to revert back to SP5 but it appears that it has been removed. I've done a full database repair and the issues persist.
 
I used to be able to get framerates well over 60FPS even on highly detailed routes before SP6. Since SP6. I'm lucky if I can get above 30FPS on any route. Especially ones with high amounts of trees. (And for reference. I keep my tree detail on low!) I'm gonna say it, if this is the kind of performance and support we can expect in the next installment of trainz. I think I'm just done.
 
Your results with the new trees are similar to mine. I'm not impressed with them either and disappointed.

I was wondering if it could be old routes that are having issues. Let us know what you find out.
Well I slapped a 1 board route together added a few building splines, all PBR textures, TRC xing, river, JR signals, and a tunnel.
I scattered trees in groups and mixed them up in groups also.
I set up 2 steam locos with cars 2 track to 1 main looping around and another 2 track siding.
trains ran well no stutters but I noticed on another route the same thing of trains instead of going 0-40 in 2 seconds they are really running slower and building up speed eventually but never getting to route max speed...
The trees well look nice with a high tree setting but when camera gets close you can see them popping not good for videos...
 
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