TS2010 screenshots

Iceman, I have many of your items installed in various versions of Trainz.and have followed your works many years. These latest creations are absolutely grand and highly detailed. TRS2010 has finally given you a great medium, for your talent. Thank you.
 
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Compare DirectX and OpenGL speedtrees fog distant

:)

Your’s TUME[/quote]

Tume,
I will look into the embankment problem and see if choosing to 'widen' the kicking horse river will do the job and ,move the track little bit closer to the mountainside. thanks very much for the insides you give me. this will keep me busy this week and really happy with the very constructive input on the (ugly) picture I posted.
Here i show you an example in DirectX and the same in OpenGL of kicking horse pass and speedtrees with fog good weather set at 0.14. :confused:
directX:n:
pg_1072490261.jpg

Amazingly OpenGL shows excellent results and stunning views far distant and still correct for the eye.
OpenGL:clap:
pg_953238856.jpg

DirectX has a real big problem with far distant of speedtrees and other objects and makes them look cheap gloomy gray-blue zombie type of objects. Do you know what parameters affect this effect in DirectX and are they user definable?
what surprised me most last week testing the big route in OpenGL is that the typical hickups in any computer generated simulator is smooth this time and compared to DirectX absolut much better. Fraps show about 3-5 fps less speed than in directX but it is much smoother so the fps is not whats counting on nice ride.
The other point is the Ultra trees has a problem on larger models as it eats a lot more power and size adn as such I had to skip them and replace again back to speedtree. The wind speed is on certain trees I use ok but only if you run clouds (not to fast) on the sky for the total impact on the route to make it look realistic.
Just wonna share this and keep you informed on the results end of the week on the embankment improvement (or not :hehe:)

thanks

Roy
 
Joosten, I'm shocked at your picture. Gorgeous, and unbelievable how you manage to keep frameratez up with that amount of trees and almost 4 or 5km (?) draw distance. Amazing work. (:

cheerio,
Nicholas.
 


Hallo Joosten,

amazing screens! How did you get such a far view distance?
I don’t know why, but I can’t even look about 1000 Metres into the distance at the Avery-Drexel route. Is there anything to consider, we aothers just don’t know?

Keep up your great work. :Y:

Your’s TUME
 
In TS10, under Main Menu > Options, move the view distance slider to the desired range (up to 5000m).

By the way, how do I cover an extremely large area with forestation without placing each tree individually?

Cheerio,
Nicholas.
 
In TS10, under Main Menu > Options, move the view distance slider to the desired range (up to 5000m).

By the way, how do I cover an extremely large area with forestation without placing each tree individually?

Cheerio,
Nicholas.

Hallo Nicholas,

thanks for your answer, but I already used the slider and moved it up to 5000 metres. Unfortunately the game indicates never up to that distance. Just when I try this at another, much more less busy route or even an empty terrain only route, the distance gets up to high values. I think the game cuts the distance back by itself, to optimize performance, but my PC in just about one year old and has quite powerfull components in – I just bought it for the upcoming TS2009 just one year ago.
Therefore I am interested in to find out, why the view distance is always been limited at my PC and not at Joosten’s. I think there is something not at the right point, but I don’t know what. I am still using XP – may this is the reason?? I have no idea!

Just use the copy and past function. You will find it in the menu bar at the right side in surveyor. Just collect some trees in an area – about 100x100 metres (10x10 tiles) or a bit more. Arrange the trees like you needs it to meet a forest density. Get the copy frame around your little square forest and past the same thing right beside your first. Do that four times and so you may create a 400x400 metres forest. Before you past something, you also can turn the frame in steps of 90degree so pasted areas does not look too similar. Than copy your 400x400 metres forest and place it where ever you want – 400x400 is quite a good size to work with.

Do not hesitate, to ask, if you have more questions.

Your’s TUME
 
He Tume and others in shock slide to 9-12 km

In general I use 5-9km on the slider but sometimes 12km if I need a specific hot shot with far distance.
The secret to making this work is patience, trying like a trainz nut and utmost perseverance. Anything is that makes it works is pure luck and the right splines!!!!
Also keep the amount of varieties of objects (per BB) to an absolute minimum and check if they are 2010 worthy.
Show me your trainz options and other than that I don't know right now.
I will think about it as for me all things gradually fell in place.
See the Golden yard f.i. has some great far distant viewing to but Auran :confused: decided to spoil the game for those who have the right computer as you probably also have like mine (acer predator) and shorten or repaint over and over again while driving for obvious reason a lot of long consists and loco's will do the wrong thing from the right viewing perspective.
What I do many times is when driving towards denser areas just look from a different vantage point it helps.
When changing from F1 cab view (which is to me the worst view for my routes anyway) back to freelance view Trainz has a hickup of 10 to 40 seconds before continueing(F2).
Tume you have very nice routes really what might help is make 1 type dense tree forest to get far distance and better fps and only mix trees close to track and road.
In my Subdivision (Cascade) greater Vancouver area I have such a great detail that again the wrong splines and other yet unknown 'errors' bad objects cause Trainz to cut back to less than 1km view which is painful with such a powerful and performance computer.
Your feedback pls on my comment

regards

Roy:)
 
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There is this nifty program "Trainz Tuner" used to tweak draw distance in oldr versions of Trainz, have you tried and see if it works. Is freeware and I can direct you to download link if you need. (:

Regarding copy paste or scenery, my concern is framerate as sometimes this can leave me with little headroom for trackside detail due to framerate. Have fairly powerful PC (HD4850, phenom x3), but disk access often slows things down.

On the other hand, most tree splines end to have this nasty transparenty effect, where one can "see through" the trees. I can post screenshot of example if needed.

Cheerio,
Nicholas.
 
Dear Brittany no need for Apology

Roy,

I am sorry UltraTreez is causing a performance hit.

Hey no need for any apology. At this moment I have no time to go into detail what really is causing the problem till I find be patient or see if other people have the same findings but I doubt as I am probably the only one working on this kind of dimension and still with good the very decent fps!!!
Still love to have your ultra's on my route but for the moment I just test what works close to perfect on long distance view!
Britanny i want you first to get back on track with your job and live

roy
 
fps 18 up slider 5-9km yard golden 15fps up

Joosten, I'm shocked at your picture. Gorgeous, and unbelievable how you manage to keep frameratez up with that amount of trees and almost 4 or 5km (?) draw distance. Amazing work. (:

cheerio,
Nicholas.
Nicholas,

thanks for the nice comment.
I wish that many trainzers would kindly request Auran to make an option for high end computers to have a normal draw distance.
Also to redesign the cab view which in my humble opinion is not even close to reality and not fits the purpose. I understand the problem they have just ask if there is a way to figure out a better than now draw distance cab view.

thank you all again,


Roy
 
to whom is interested on fps OpenGL related

I want to share my experience with fps the regular simulator hickup (any simulator) and what OpenGL seems to do better than DirectX.
fps20-22 directX compared to OpenGL 18-19 smoother without hickups in OpenGL and more crisp and good weather fog long distance looks perfect.
So a lower fps does not always mean worse results in trainz.


Roy
 
They are made by CHN and on the DLS. I like the switches except that there is default direction dislikes and controlling the junction is not possible.
 
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