TSRE New Vulkan Renderer

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  • GokuMK
    Senior Member

    • Oct 2015
    • 729
    • Poland

    #1

    TSRE New Vulkan Renderer

    TSRE – New Vulkan Engine

    I'd like to introduce the new Vulkan rendering engine I've been working on for TSRE. Compared with the old renderer in TSRE 0.7.6, the changes cover much more than the graphics API: lighting, weather, clouds, fog, water, materials and scene rendering have all received major improvements.

    Dynamic weather and volumetric clouds
    • Weather that changes over time and across the route
      Cloud coverage, wind, precipitation and visibility can vary through a weather sequence. Weather fields move with the wind and blend between keyframes, allowing passing fronts and changing conditions.
    • Volumetric clouds
      Low and middle cloud layers have real volume, with a separate high cloud layer. Clouds move with the wind, respond to sunlight and cast shadows over the scenery.
    • Storm clouds and rain
      Tall storm clouds, dark cloud bases, distant rain curtains and falling rain near the camera add much more variety to bad weather. Nearby rain respects overhead cover.
    • A physical sky and atmosphere
      The sky changes with the sun's position and atmospheric conditions. Overcast weather changes the scene's lighting, while sunlight breaking through clouds produces visible light shafts.
    • Weather presets and historical weather import
      Weather can be generated from presets or imported from historical data, with a map view for inspecting conditions across the route.


    Fog, mist and distant scenery
    • Ground mist and valley fog
      Fog responds to weather, time of day and terrain. It can collect in low ground and valleys, drift with the wind and thin as the morning warms.
    • Volumetric lighting in fog
      Sunlight, lamps, signals and train headlights can illuminate the fog, making light shafts and headlight beams visible.
    • Atmospheric haze
      Distant terrain fades into the atmosphere with colour and visibility influenced by the sky and weather, giving hills and mountains a stronger sense of distance.


    Day, night and lighting
    • Sun and moon lighting
      The sun follows the selected date, time and geographical location. Moonlight depends on the moon's phase and height, and can cast shadows at night.
    • Improved shadows
      Three shadow cascades provide sharper detail near the camera while covering distant scenery. Cloud shadows add another layer of changing light.
    • Local lights and emissive materials
      Supported models can include point lights, spotlights and glowing surfaces that illuminate nearby objects and terrain.
    • Signals and train lights
      Signal lamps and rolling-stock lights are rendered, including train headlights that illuminate the track and fog.
    • Night textures
      MSTS night textures bring illuminated windows and other authored night details into view as daylight fades, with glow support in the Vulkan renderer.
    • Lighting under cover
      Sky enclosure handling improves lighting beneath roofs and in tunnels, reducing ambient light where the sky is blocked.
    • Automatic exposure, HDR and bloom
      Exposure can adapt to the scene's brightness. Tone-mapping controls shape the final image, while bloom adds glow around supported light sources and emissive surfaces.
    • Ambient occlusion
      Optional ambient occlusion adds depth beneath objects, in corners and where surfaces meet.


    Water, materials and vegetation
    • Animated, reflective water
      Moving waves, sun glints and reflections of the surrounding scenery replace the old flat appearance, while retaining colour from the route's water textures.
    • Modern glTF/GLB materials
      Physically based materials support metallic and rough surfaces, normal maps, environment reflections, clearcoat and transmission.
    • Improved vegetation support
      Supported glTF vegetation can use foliage backlighting, levels of detail and distant tree impostors. Forest objects can also place repeated tree shapes.


    Rendering and loading improvements

    The rendering pipeline now gathers and organises the scene before drawing it. Repeated objects can be drawn together, and geometry outside the view is skipped more efficiently. Shape parsing also runs on worker threads to reduce interruptions while scenery loads.

    An Environment window lets you preview different times, dates and weather conditions directly in the editor.

    Existing routes and current status

    Existing MSTS routes, shapes and textures remain supported. Many visual improvements work with existing scenery; advanced materials and model-defined lights need assets containing the relevant information.

    This is still work in progress, with visual tuning and optimisation continuing. Some improvements are shared with the updated OpenGL renderer, while the advanced atmosphere and several lighting effects use the new Vulkan renderer. Performance depends on the route, hardware and selected effects.

    The screenshots below show the current results on several routes. I'd be interested to hear what you think!

    To enable, go to Settings and select Graphics Presets -> Advanced Environment.
    Requires Qrhi Vulkan, usually set by default.

    All images: https://imgur.com/a/vem6Dst























  • tarrant75
    Senior Member


    • Jul 2004
    • 590
    • The East, but wanting to go back West
    • English, 'Merican, Australian and Sarcasm
    • MSOR

    #2
    I assume this is just for TSRE and doesn't translate to Open Rails. I only ask as, as good as it looks, it would be great if I could actually run a train through it too.
    - Chris N.

    There's no fear for tomorrow
    When there's no trust for today

    Comment

    • scottb613
      2500 Post Veteran


      • Apr 2003
      • 2848
      • Downeast Maine (soon)
      • ORTS

      #3
      Hi Piotr,

      Absolutely beautiful.

      You once mentioned to me I should broadcast/document my intent better - are you planning on replacing Open Rails?

      Having a beautiful editor is nice - but when it looks better than the sim - it's a bit comical.


      Regards,
      Scott
      <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

      Comment

      • GokuMK
        Senior Member

        • Oct 2015
        • 729
        • Poland

        #4
        Originally posted by tarrant75
        I assume this is just for TSRE and doesn't translate to Open Rails. I only ask as, as good as it looks, it would be great if I could actually run a train through it too.
        Yes, it is just data presentation. The same data, different visuals. I put a lot of work into Environment, because you don't have to upgrade assets to see better results.

        Comment

        • eric
          9500 Post Veteran and Administrator



          • Dec 2002
          • 9582
          • NS MP245.4 CNO&TP South District
          • English, SQL
          • General

          #5
          It's worth touching base to test this with Carlos' Monogame fork. There's supposed to be a functional support path in MG 3.8.5 for Vulkan.
          If you like what you see here at Trainsim.com, be it the discussions and knowledge in the forums, or items available in our library, I hope you'll consider a paid membership to help support keeping the site operating.... Thanks!

          Comment

          • railrunner112
            Senior Member

            • Aug 2008
            • 287
            • Netherlands
            • General

            #6
            Honestly the last game changing features had been implemented, even rather quickly may I add. I dont see how they will have a problem of at least testing this in unstable eventually and even in tsre it is optional to activate, it can be too in OR so that older machines can run the old OR and newer the fancier OR.
            Last edited by railrunner112; 10-21-2026, 01:01.

            Comment

            • GokuMK
              Senior Member

              • Oct 2015
              • 729
              • Poland

              #7
              Originally posted by eric
              It's worth touching base to test this with Carlos' Monogame fork. There's supposed to be a functional support path in MG 3.8.5 for Vulkan.
              3.8.5 requires net 8 and that means no support for windows 7 and 8. And that is just the first issue.

              Comment

              • mnowosad
                Senior Member

                • May 2010
                • 126

                #8
                TSRE5vc v0.7.8-build.3

                Highlights Night textures: MSTS shapes with night textures now show their lit windows, signs and lamps after sunset, fading in as the daylight goes, on both renderers. On the QRhi renderer the par...


                Youtube






                Last edited by mnowosad; 10-21-2026, 05:11.
                https://www.youtube.com/playlist?lis...SIYbL4sRM-VMd7

                Comment

                • scottb613
                  2500 Post Veteran


                  • Apr 2003
                  • 2848
                  • Downeast Maine (soon)
                  • ORTS

                  #9
                  Originally posted by GokuMK
                  3.8.5 requires net 8 and that means no support for windows 7 and 8. And that is just the first issue.
                  Hi Folks,

                  We have to be the only sim left that still codes to Win7/8 compatibility - in 2026 it's a bit crazy - perhaps it's time for a new fork?

                  That's our real "boat anchor".

                  [whisper] If you build it - they will come... [/whisper]

                  Regards,
                  Scott
                  <a href=https://www.trainsim.com/forums/filedata/fetch?filedataid=80663&type=full title=thumb_80663.png >thumb_80663.png</a>​ My Blender Models

                  Comment

                  • railrunner112
                    Senior Member

                    • Aug 2008
                    • 287
                    • Netherlands
                    • General

                    #10
                    Originally posted by scottb613

                    Hi Folks,

                    We have to be the only sim left that still codes to Win7/8 compatibility - in 2026 it's a bit crazy - perhaps it's time for a new fork?

                    That's our real "boat anchor".

                    [whisper] If you build it - they will come... [/whisper]

                    Regards,
                    Scott
                    Scott is right to be fair, I understand there is a large group of people still using older OS's and even still have a working msts. But if we ever want to get OR to get a new audience it has to move on, it is the only way to get new players. Best solution would be to have the old engine and new engine as an option.
                    If that is impossible hopefully a real split would be possible someway. I dont like the idea of another fork, as now it is already extremely annoying to build something in unstable and have to wait for the fork to catch up.

                    Comment

                    • mnowosad
                      Senior Member

                      • May 2010
                      • 126

                      #11
                      25th anniversary of the release of the iconic game *Microsoft Train Simulator*



                      https://www.youtube.com/playlist?lis...SIYbL4sRM-VMd7

                      Comment

                      • GokuMK
                        Senior Member

                        • Oct 2015
                        • 729
                        • Poland

                        #12
                        Testing Timetable mode. The world is waking up:













                        Comment

                        • mnowosad
                          Senior Member

                          • May 2010
                          • 126

                          #13
                          TSRE5vc v0.7.8-build.4 Open Rails timetables in the Timetable Editor
                          Youtube
                          https://www.youtube.com/playlist?lis...SIYbL4sRM-VMd7

                          Comment

                          • TrainSimJack
                            Senior Member
                            • Jul 2022
                            • 527

                            #14
                            Looking great!

                            Is the FPS something you think you can optimize?

                            What kind of system are you using for those screenshots?

                            Comment

                            • GokuMK
                              Senior Member

                              • Oct 2015
                              • 729
                              • Poland

                              #15
                              That is a bug in latest release where train position is updated only every 100 ms, so it looks like 10 fps.

                              Comment

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