Official v645 Thread

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  • OTTODAD
    1
    • Feb 2001
    • 32344
    • England
    • General

    #166
    Originally posted by dennisat
    No.

    My MSTS has no problems using any loco or consist it it's 48 routes activities, the Route Riter would indicate if there are any !

    Below is the ORTS source code file calling this UNKNOWN error message.

    O t t o



    Comment

    • K5LLA
      Senior Member
      • Jul 2009
      • 157
      • UTOPIA

      #167


      I thought I did everything right? I got the previous version to work....
      Never shoot 'em 'til you hear the metal crunch.

      Comment

      • conrail1
        Senior Member
        • Jun 2010
        • 786
        • NY

        #168
        Originally posted by twpol
        I would expect it's a misunderstanding of how MSTS decides which parts of a signal model to show; OR is trying to show only the optional and not-default subobjects that correspond to the defined signal units. Obviously it's not matching MSTS in this case. It'll take time to properly investigate the individual signals.

        Thanks James, is there something that I could change with the routes signal models (the names maybe) to correct the issue?
        Asus Maximus VI Extreme Intel Z87, Intel Core i7-4770K, Corsair Dominator Platinum 16GB PC3-19200 (2400MHz), EVGA GeForce GTX TITAN SuperClocked, Samsung 840 Pro Series 128GB SSD (Windows 8.1 Pro 64)/Samsung 840 Pro Series 256GB SSD (Programs), CaseLabs Merlin SM8 with Corsair AX1200 PSU

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        • twpol
          Senior Member
          • Oct 2009
          • 434
          • United Kingdom

          #169
          Originally posted by K5LLA


          I thought I did everything right? I got the previous version to work....
          Looks like your graphics card doesn't support the dynamic shadows in their current implementation. You should be able to play without them but please could you tell us your graphics card so we can evaluate future support.

          Originally posted by conrail1
          Thanks James, is there something that I could change with the routes signal models (the names maybe) to correct the issue?
          I can't offer any suggestions until I've had time to look at the individual signals, sorry. I'm snowed under today but it's on my list.
          James Ross
          Open Rails Management Team
          sigpic

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          • K5LLA
            Senior Member
            • Jul 2009
            • 157
            • UTOPIA

            #170
            Originally posted by twpol
            Looks like your graphics card doesn't support the dynamic shadows in their current implementation. You should be able to play without them but please could you tell us your graphics card so we can evaluate future support.


            Graphics
            ------------ ---------- ------------ ---------- ------------ ---------- --------

            Display adapter type Mobile Intel(R) 965 Express Chipset Family
            Total available graphics memory 358 MB
            Dedicated graphics memory 0 MB
            Dedicated system memory 128 MB
            Shared system memory 230 MB
            Display adapter driver version 7.14.10.1329
            Primary monitor resolution 1280x800
            DirectX version DirectX 9.0 or better


            Thanks for the quick reply, I know it's not the BEST computer, not even CLOSE but, you know what, for 350 bucks, I'll take it! LOL
            Never shoot 'em 'til you hear the metal crunch.

            Comment

            • conrail1
              Senior Member
              • Jun 2010
              • 786
              • NY

              #171
              Originally posted by twpol
              I can't offer any suggestions until I've had time to look at the individual signals, sorry. I'm snowed under today but it's on my list.

              When you get a chance to look at them let me know if there something I can experiment with to remedy the issue.


              One other question I have is about the shadows. If you look at the second screen shot from the top here-



              The shadows are a lot less detailed then they were in v360. Is this something that is temporary with v645 until the dynamic shadows are optimized?
              Asus Maximus VI Extreme Intel Z87, Intel Core i7-4770K, Corsair Dominator Platinum 16GB PC3-19200 (2400MHz), EVGA GeForce GTX TITAN SuperClocked, Samsung 840 Pro Series 128GB SSD (Windows 8.1 Pro 64)/Samsung 840 Pro Series 256GB SSD (Programs), CaseLabs Merlin SM8 with Corsair AX1200 PSU

              Comment

              • OTTODAD
                1
                • Feb 2001
                • 32344
                • England
                • General

                #172
                Originally posted by K5LLA
                Thanks for the quick reply, I know it's not the BEST computer, not even CLOSE but, you know what, for 350 bucks, I'll take it! LOL
                This might be the reason: http://in.answers.yahoo.com/question...5002011AAlPpvu ?

                O t t o

                Comment

                • twpol
                  Senior Member
                  • Oct 2009
                  • 434
                  • United Kingdom

                  #173
                  Originally posted by conrail1
                  One other question I have is about the shadows. If you look at the second screen shot from the top here-



                  The shadows are a lot less detailed then they were in v360. Is this something that is temporary with v645 until the dynamic shadows are optimized?
                  I don't actually see many shadows in that post but they are deliberately soft-edged; in addition, we're using 4 smaller cascaded shadow maps rather than 1 huge shadow map, so detail will be lower further away. There's still tuning to do on the resolutions and ranges but they're not expected or intended to be high detail anywhere.
                  James Ross
                  Open Rails Management Team
                  sigpic

                  Comment

                  • conrail1
                    Senior Member
                    • Jun 2010
                    • 786
                    • NY

                    #174
                    Originally posted by twpol
                    I don't actually see many shadows in that post but they are deliberately soft-edged; in addition, we're using 4 smaller cascaded shadow maps rather than 1 huge shadow map, so detail will be lower further away. There's still tuning to do on the resolutions and ranges but they're not expected or intended to be high detail anywhere.

                    This is what I was referring to.

                    Take a look at the shadows of the poles in these two screens, there is a major difference in the detail between OR v645 and v360.

                    v645 -



                    v360 -







                    The same can be said about the palm tree shadows in this comparison. The shadows in v645 look like “blobs” compared to what we’ve seen in v360.

                    v645 –



                    v360 -
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                    Comment

                    • muskokaandtahoe
                      3000 Post Veteran

                      • Apr 2003
                      • 3003
                      • Silicon Valley, CA, USA.
                      • ORTS

                      #175
                      Originally posted by K5LLA
                      Graphics
                      ------------ ---------- ------------ ---------- ------------ ---------- --------
                      Total available graphics memory 358 MB
                      Very likely that amount is not enough and what is there is taken from the system RAM which in turn can cause yet more issues for performance. Is this a laptop? FWIW, for graphics intensive applications, like games, expect performance on laptops, especially older laptops, to be poor.
                      Dave Nelson
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                      Seldom visiting, posting less often that that.

                      Comment

                      • muskokaandtahoe
                        3000 Post Veteran

                        • Apr 2003
                        • 3003
                        • Silicon Valley, CA, USA.
                        • ORTS

                        #176
                        Conrail1,

                        You're seeing two different "features" when comparing old to new. The first is the "lamppost/telephone pole" tree shadow. Been reported, not yet fixed.

                        The second one, "blob shadows" is a bluring that's been added to the shadows (for a number of reasons). There is another thread here about graphics and the editing the registry. Check that out and you'll see how it works.

                        Speaking for myself, I like the sharper graphics when they're cast by trees and wires, the blob shadows when cast by buildings, and depending on the car and locomotive, mostly blob but when there is a pantograph I don't care for it. IMO what it suggests to me is this is still a work-in-progress; If there was a way to signal blob shadows for this shape and sharpen them for that one (i.e., that probably means new shaders plus code added to the .sd file) I think then shadows in almost all situations would be close to ideal.

                        Ummm, and of course a fix for the "lamppost/telephone pole" shadow too.
                        Dave Nelson
                        sigpic
                        Seldom visiting, posting less often that that.

                        Comment

                        • kox
                          Senior Member
                          • May 2010
                          • 329

                          #177
                          These differences are because of blur intensity. I think it could be changed with a simple variable on source code, if it can't be changed already from "outside".
                          sigpic

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                          • conrail1
                            Senior Member
                            • Jun 2010
                            • 786
                            • NY

                            #178
                            Originally posted by muskokaandtahoe
                            Conrail1,
                            You're seeing two different "features" when comparing old to new. The first is the "lamppost/telephone pole" tree shadow. Been reported, not yet fixed.
                            The second one, "blob shadows" is a bluring that's been added to the shadows (for a number of reasons). There is another thread here about graphics and the editing the registry. Check that out and you'll see how it works.
                            Speaking for myself, I like the sharper graphics when they're cast by trees and wires, the blob shadows when cast by buildings, and depending on the car and locomotive, mostly blob but when there is a pantograph I don't care for it. IMO what it suggests to me is this is still a work-in-progress; If there was a way to signal blob shadows for this shape and sharpen them for that one (i.e., that probably means new shaders plus code added to the .sd file) I think then shadows in almost all situations would be close to ideal.
                            Ummm, and of course a fix for the "lamppost/telephone pole" shadow too.
                            Dave, just so I’m sure we’re talking about the same shadow, in the first two screen shots on the previous page the shadow is above the B unit in the first screen (v645) and right above the A unit in the second screen (v360).

                            It didn’t look like a bug to me but an overall blurring like you mentioned in your response with all of the shadows in v645.

                            I agree with you on what shadows should be sharp and what should be blurred, I guess it all comes down to reaching a compromise between detail and performance and of course like you said keeping in mind that this is WIP.



                            Originally posted by kox
                            These differences are because of blur intensity. I think it could be changed with a simple variable on source code, if it can't be changed already from "outside".
                            kox , I’m wondering if there isn’t something we can experiment with along the lines of what James has mentioned in this thread –

                            Asus Maximus VI Extreme Intel Z87, Intel Core i7-4770K, Corsair Dominator Platinum 16GB PC3-19200 (2400MHz), EVGA GeForce GTX TITAN SuperClocked, Samsung 840 Pro Series 128GB SSD (Windows 8.1 Pro 64)/Samsung 840 Pro Series 256GB SSD (Programs), CaseLabs Merlin SM8 with Corsair AX1200 PSU

                            Comment

                            • K5LLA
                              Senior Member
                              • Jul 2009
                              • 157
                              • UTOPIA

                              #179
                              Originally posted by muskokaandtahoe
                              Very likely that amount is not enough and what is there is taken from the system RAM which in turn can cause yet more issues for performance. Is this a laptop? FWIW, for graphics intensive applications, like games, expect performance on laptops, especially older laptops, to be poor.
                              Yes, it's a Toshiba Satellite A205, ha! Not too old, handles MSTS fairly well, averaging around 20 FPS on most routes.

                              Originally posted by OTTODAD
                              This might be the reason: http://in.answers.yahoo.com/question...5002011AAlPpvu ?

                              O t t o
                              Thanks Otto!
                              Never shoot 'em 'til you hear the metal crunch.

                              Comment

                              • twpol
                                Senior Member
                                • Oct 2009
                                • 434
                                • United Kingdom

                                #180
                                Originally posted by conrail1
                                It didn’t look like a bug to me but an overall blurring like you mentioned in your response with all of the shadows in v645.

                                I agree with you on what shadows should be sharp and what should be blurred, I guess it all comes down to reaching a compromise between detail and performance and of course like you said keeping in mind that this is WIP.
                                It's not so much performance vs detail, although that obviously matters, but visual appearance. I really don't have time to go in to all the details but ultimately the blur is needed to make the shadows look good as a consequence of other changes to avoid the "faint near object" issues in earlier versions. All of it can and probably will change as we gain futher understanding of how the various technique interact, what peoples' systems can actually support and where people want the rendering enegery focused.
                                James Ross
                                Open Rails Management Team
                                sigpic

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