Open Rails Version 0.6.2 is now available!

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • OTTODAD
    1
    • Feb 2001
    • 32344
    • England
    • General

    #76
    Originally posted by enrico95
    Crash in open rails in the critical point. Make a new version of wupper express request to graphics15. The problem is: dbtrack-mini.zip that otto has in archive.
    What critical point running it where in ORTS ?

    There is nothing wrong with the Wupper-Express-11 nor with my DB-Tracks update for it.

    Graphics-15 no longer create anything for MSTS as I have said before.

    The problems you have are all your's we can do nothing about and unless you express yourself better in a polite way will not get any help from anybody !

    O t t o

    Comment

    • kox
      Senior Member
      • May 2010
      • 329

      #77
      Watching the released train sim 2012 now, excluding the very poor performance of the new engine, it have a very clever feature: asset block.

      With that the route builders can select and asset/object for example tree, and the block is populated with it with the set density with set block size following the terrain, and toggleable random rotation. Of cours this helps route builders to make dense scenery easily, but the biggest feature of it: game needs only ONE drawcall to draw the block, no matter how much objects are in there. This saves a lot of CPU resources(and actually reall works, i've tested it). This would be a good thing for openrails when it's route editor will be ready.
      Last edited by kox; 09-23-2011, 16:13.
      sigpic

      Comment

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

        #78
        Originally posted by kox
        Watching the released train sim 2012 now, excluding the very poor performance of the new engine, it have a very clever feature: asset block.

        With that the route builders can select and asset/object for example tree, and the block is populated with it with the set density with set block size following the terrain, and toggleable random rotation. Of course this helps route builders to make dense scenery easily, but the biggest feature of it: game needs only ONE drawcall to draw the block, no matter how much objects are in there. This saves a lot of CPU resources(and actually reall works, i've tested it). This would be a good thing for openrails when it's route editor will be ready.
        We have had this in MSTS since day one and it's called FORESTS and I was one of those who constantly reminded RS.com that this is one of the functions Railworks was missing as were Distant Mountains !

        O t t o

        Comment

        • enrico95
          Member
          • May 2011
          • 32

          #79
          start coding world editor please.

          Comment

          • Donell
            Member
            • Oct 2008
            • 26

            #80
            Originally posted by enrico95
            start coding world editor please.
            look this list that are not relased:
            open rails world editor.
            multiplayer function.
            reducing 50% of memory in-game
            object creator

            we need more collaborators and volunteer from other simulator.
            Well, there you have it OR development team, Enrico here needs the world editor pronto.
            Last edited by Donell; 09-24-2011, 11:29. Reason: typo
            "Honk if you demand satisfaction"

            Comment

            • kox
              Senior Member
              • May 2010
              • 329

              #81
              I don't know why but from v360 version i notice dramatic performance drop in openrails. Same place with same setting (shadows on), in current release i get half of the fps that i got in v360, and it's also fluctuating frames are stopping for moments. Also i see sometimes that the fps just rises without any reason. Same render primitives count, no any cpu load from other programs. Just waiting for passenger load/unload not moving the camera, then 20 fps raises to 31 fps.
              But overall the fps is halved since the first release of dynamic shadowed openrails.
              sigpic

              Comment

              • longiron
                1000 Post Veteran and Moderator

                • Jan 2007
                • 1453
                • Just south of NYC

                #82
                Originally posted by kox
                I don't know why but from v360 version i notice dramatic performance drop in openrails. Same place with same setting (shadows on), in current release i get half of the fps that i got in v360, and it's also fluctuating frames are stopping for moments. Also i see sometimes that the fps just rises without any reason. Same render primitives count, no any cpu load from other programs. Just waiting for passenger load/unload not moving the camera, then 20 fps raises to 31 fps.
                But overall the fps is halved since the first release of dynamic shadowed openrails.
                To address comments from the community, we have completely overhauled the dynamic shadow implementation since v360. If your video card is Shader Model 3 compatible, OR now uses cascading shadow maps to provide the most efficient and visually pleasing dynamic shadows we can offer. More accurate dynamic shadows comes at a price - FPS. We are considering offering sliders down the road to let the Players adjust things that have large performance impacts. I believe the dev team has done a fantastic job in adding a lot of capabilities, like virtually unlimited sound streams, lagging with tile loads, and other annoying things that detract from smooth game play.

                Please remember OR is still in the active development phase, so we are more interested in adding new features, capabilities and enhancements than smoothing out the rough edges (e.g. frame rate stability). We will going back to smooth out the rough corners at the appropriate times.
                Chris
                "True rail fans have two favorite railroads. The B&O and one other."

                Comment

                • bennycdn
                  Senior Member

                  • Sep 2005
                  • 384
                  • Fayetteville,OH/Chicoutimi,Québec
                  • Run8

                  #83
                  Just installed the latest version,very nice.You guys have come a long way.Keep up the good work.

                  Comment

                  • kox
                    Senior Member
                    • May 2010
                    • 329

                    #84
                    I know it's in development stage, but for me the v360 dynamic shadows would be perfect for me(both in look and performance) with some blur, frankly i didn't noticed improvement in shadows since that except the blurring, that's why i was worried about the performance. BTW my gpu knows sm 3.0 and even, 4.1
                    sigpic

                    Comment

                    • kox
                      Senior Member
                      • May 2010
                      • 329

                      #85
                      I've found a bug!



                      As you see i get wheelslip with 0% throttle, no matter what i do.
                      I produced it by suddenly setting throttle to 100%, then the train accelerates to 1,4 kph with wheelslip, then stucks in wheelslip. I only happens if the train is not going uphill.
                      sigpic

                      Comment

                      • enrico95
                        Member
                        • May 2011
                        • 32

                        #86
                        ouch! wheelslip? to resolve click on sander(x)

                        Comment

                        • longiron
                          1000 Post Veteran and Moderator

                          • Jan 2007
                          • 1453
                          • Just south of NYC

                          #87
                          Originally posted by kox
                          I've found a bug!



                          As you see i get wheelslip with 0% throttle, no matter what i do.
                          I produced it by suddenly setting throttle to 100%, then the train accelerates to 1,4 kph with wheelslip, then stucks in wheelslip. I only happens if the train is not going uphill.
                          Thanks for the report. In v645, wheelslip calculation are dependent on the time step calculation based on the FPS. As a result, v645 can exhibit the behavior you are experiencing. It has been fixed in the current development build.
                          Chris
                          "True rail fans have two favorite railroads. The B&O and one other."

                          Comment

                          • kox
                            Senior Member
                            • May 2010
                            • 329

                            #88
                            By the way, do you need help developing Openrails? If yes, in what sort of tasks you need help? I'm java programmer(enterprise application developer), but i understand the most of c# code since it's a copy of java also i've been scripting/3d modelling/configuring addons for railworks, and other games. I thought about helping developing electic/diesel traction physics for Or, but browsing the 0.6.2 source code i see some of it has been done already (i saw series wound motor, and field weakening shunt simulation methods) in current development version i presume it's more complete. For AI things i don't know if i can help, i've never done AI programming before... Any tip?
                            sigpic

                            Comment

                            Working...