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Clueless In Oklahoma

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Reading Topic #8573

Member since Aug-1-02 · 1839 posts

I've wrestled with that Arkansas River area for way too long now... and now I'm more confused than ever.When I first started trying to isloate the major FPS hit, once I removed the default water, my FPS jumped. In the meantime, I've tried several things, one of which was to experiment with simply using the watertop.ace as a terrain patch. No joy. HOWEVER, now I can remove water, water terrain patches, etc, return to the default terrain.ace in the river bed... but no longer get any FPS increase... instead it now it stays at 6 FPS across the bridge no matter WHAT I do.What is going on????Is there a world file or something that MSTS is still reading that has water data? Wonder why I can no longer return to the previous performance levels?I get great frame rates EVERYWHERE else... but no longer going over this demon possesed river bed.This is most frustrating.Andre

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Member since Aug-1-02 · 1839 posts

RE: Clueless In Oklahoma

LOL!!Okay... back to 28 FPS!!??Some sort of cache thing between RE/MSTS? Once I dumped out of MSTS and decided to do something else (went and created a KC&G coal hopper repaint), I later went back and reloaded MSTS to take a look at my coal car. Surprise! The FPS is back like it used to be when I had no water.Go FIGURE!!!Andre

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Charter Member · 381 posts

RE: Clueless In Oklahoma

Andre - do you never sleep? Maybe that's your secret to being so productive. And another rhetorical question - Gee, there might be a conflict between MSTS/RE and Wintel? And here I thought all the MS products worked seamlessly together!Sorry - I just couldn't keep my sarcastic nature suppressed this morning.Andy

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Member since Aug-1-02 · 1839 posts

RE: Clueless In Oklahoma

Andy asked:"Andre - do you never sleep? Maybe that's your secret to being so productive."Sleep is highly over-rated. Lessee'... hit the sack last night about 3:30 AM... up this morning at 7 AM. Sounds about right. Seriously: Got a bit of a sleep disorder. I'll get it sorted.As for productivity: Well, I don't do much TV at all. (Like to watch a bit of Nascar, maybe some other "info" type program occassionally.) So, if I have discretionary time, MSTS typically gets it.
patm41 said:"Dew to the way MSTS loads scenery with its game engine ,the quest for hi frame rates in all areas is not possable." Understood. You're referring to what I call "loading points"... specific points on a route where the sim will load upcoming scenes.I've come to accept this as standard fare for the sim.What I'm in reference to is trying to optimize my FPS in each of the scenes. If I note something abnormal, then I seek to find out what is causing the hit. To me, going from the 20's to 6 through one short section is abnormal and I wanted to find the reason. In the above case, it turned out to be a bad situation of 3 critical things happening at one specific point. To wit:1. A loading point.
2. Large body of water.
3. Graphically intensive immdediate foreground.Of the above, #2 has the most impact on the performance of #1 and #3."With all the variables from one computer to another , secenery objects, track work, ect ect.. its not goin to happen .."Understood. In my case, I'm simply hoping to make my route as smooth as is practical. One place (Dardanelle Yard) I'm down to the high teens (in forward views), but essentially every other semi-completed scene thus far is well into the 20's."there are some things that you can do to help, like are you optimising your track work? ( like instead of using 5 sections of 100meter track use 1 500 meter piece)?"I'm doing that as much as is practical. Undulating terrain and grades make for this being a tall order. To use vertical easements means using shorter sections of trackage to effect the grade elevation it's going to require in as short a distance as reasonable. (I typically use a 50m piece of straight to make vertical easements. This allows the longest piece of equipment to be completely on the vertical easement before it enters the next vertical easement.) The hills/mountains further complicate this. There are places where using a 500m straight is absolutely out of the options list. In fact, in some areas, I've done well to get a 50m section of straight in before the curve racks back the other way! "Laying a town on a intersection of 4 blue lines"...That would be nice... but doesn't always turn out that way in the my virtual worlds. I build where I must build... blue lines irrespective. "using dummy tracks in yard areas for the effect of a large yard." Interesting concept. My yards are "small" by most standards, but I didn't consider the use of dummy tracks. Perhaps I'd be interested in that approach for a truly vast yard... but I needed every track to be functional in my compact yards.Thanks for the input. Andre

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Charter Member · 1482 posts

RE: Clueless In Oklahoma

Dew to the way MSTS loads scenery with its game engine ,the quest for hi frame rates in all areas is not possable. With all the variables from one computer to another , secenery objects, track work, ect ect.. its not goin to happen ..there are some things that you can do to help, like are you optimising your track work ? ( like instead of using 5 sections of 100meter track use 1 500 meter piece) ?Laying a town on a intersection of 4 blue lines, using dummy tracks in yard areas for the effect of a large yard .

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