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No other forum users have Radeon GPU? Nobody else has been struggling with low TRS performance and been fighting it? Auran/N3V developers only bought a single (nVidia) video card for the whole QA department?
Question:
Do I put this in C:/Program Files/N3V Games/Trainz Railroad Simulator 2019? This is where most if not all the .dll files are. Or do I put it in C:/Program Files/N3V Games/Trainz Railroad Simulator 2019/resources/E2/Shaders/Geometry/DirectX11 or C:/Program Files/N3V Games/Trainz Railroad Simulator 2019/resources/E2/Shaders/Geometry/OpenGL? Both files only contain .gsh files. I'm leaning towards C:/Program Files/N3V Games/Trainz Railroad Simulator 2019 given the file format.
These DLL files should be put right next to the TRS executable. Either TRS19.exe or TRS22.exe
In you case that should be "C:/Program Files/N3V Games/Trainz Railroad Simulator 2019", the root folder of the game.
Not everyone sits in the cab , in fact I can't think of anything more boring than just sitting in the cab for hours at a time , there are enough bare bones layouts around , designed to allow smooth operation , your suggestion would remove most of the enjoyment and challenge of route creation for many people , including myself .I have a 10 years old Mac and I made a highly detailed version of the timber ridge route in 2019 and it drives it on high settings without stuttering , if an old rig like that can cope I think most modern computers with a 6gb card should manage high detail fine. As long as one doesn't use assets that slow down frame rates.Performance issues come from us.
I can build a farm scene. Road, driveway, mailbox, house, garage, barn, fences, cows turf texture.....,. The whole nine yards.
Looks awesome in a screenshot. I would never see that detail sitting in the cab passing by at 30mph. I'm guilty of packing too much into a scene I will never notice while operating. The computer has to render all those assets, even though you wouldn't notice them. Why add them?
...@robd If you have 7Zip you can use it to unpack the .gz file. But beware if you open the .gz file with that program you need to double click the .tar file it displays as this is also a compressed file to get to the folder that contains all of the application files. As noted above I am using TRS19. All I did was drop the two files into the root directory of the TRS19 install. If it presents problems for you then you should be able to go back and just delete those two files.
Paul
The archive you are interested in is named "dxvk-x.x.x.tar.gz". Files from it can be extracted with 7Zip or WinRAR.
As far as I know, TRS19 also uses DirectX11, but archive also contains replacement DLLs for DX10 and DX9, so to be 100% sure you can extract other d3dx.dll files from archive as well. Even if they are not going to be used, they should not brake anything. Just don't forget that you need 64 bit versions of those.
I just tried this with the competitor's simulator and DirectX9 Vulkan API replacement worked as well, also improving FPS. Although bloom effect had become really colorful and nauseating.
This "fix" is simple and easily revertible. The application that uses DirectX will try to load these libraries from the execution folder first. That's why just copying libraries into game folder makes it use them instead of versions installed in the system.
WOW! I think I just found a solution!
E2 is using DirectX 11 and a wonderful community have developed a Vulkan implementation of Microsoft's library.
Just go here https://github.com/doitsujin/dxvk/releases, download the latest release and put DXGI.DLL and D3D11.DLL from downloaded archive to TRS22 folder.
And voila! TRS now uses Vulkan API which utilizes full [AMD] GPU potential without torturing GPU's copy engine.
PS C:\Users\lockh> cd .\Downloads\
PS C:\Users\lockh\Downloads> tar -xvzf .\dxvk-1.9.4.tar.gz
WOW! I think I just found a solution!
E2 is using DirectX 11 and a wonderful community have developed a Vulkan implementation of Microsoft's library.
Just go here https://github.com/doitsujin/dxvk/releases, download the latest release and put DXGI.DLL and D3D11.DLL from downloaded archive to TRS22 folder.
And voila! TRS now uses Vulkan API which utilizes full [AMD] GPU potential without torturing GPU's copy engine.
I ran all the same tests and here are results:
Ultra settings profile: 17 FPS, 100% GPU 3D engine, 2% GPU copy engine, 10% CPU
High settings profile: 35 FPS, 100% GPU 3D engine, 2% GPU copy engine, 13% CPU
Medium settings profile: 125 FPS, 100% GPU 3D engine, 3% GPU copy engine, 17% CPU
Low settings profile: 162 - 182 FPS, 70% GPU 3D engine, 6% GPU copy engine, 11% CPU
GZ 57921 scenario for Niddertalbahn route on medium preset:
103 FPS, 100% GPU 3D engine, 2% GPU copy engine, 18% CPU.
Since GPU is no longer occupied doing unnecessary DMA transfers, trains' movement on tracks had become smoother. And default (and the only for the moment) scenario on Znamensk-Svir route has actually become enjoyable (changing the rendering API almost doubled FPS). Other routes I had terrible experience with are now playable as well.
I must apologize to Auran/N3V devs for mistaking Microsoft's doing for their attempt to screw AMD GPU owners over. MS is to blame for their crappy work on D3D11.
Guys, give me your office address so I could sent you some beer.
Anyway, switching to Vulkan API should improve rendering performance for AMD Radeon owners (and windows users, of course), but may also be useful to nVidia lovers.