Firstly I see DRS appearing on my 'coming soon' list on Steam - woot!
Secondly - is there any way to see a map of the world that DRS is set-in? I like to have an idea of where I am/going - even if it's just a JPG - just so I can see where everything is in relation to everywhere else??
Also loving the new shader/style - tho it's had a bit of an effect on performance - new PC looms I guess!!
Yes, DRS is finally coming to Steam! I'll arrange the keys for itch owners after the official release.
The new version has a map button at the bottom of the service selection screen, did you notice? It's easy to miss though! There's no map during the actual run yet, this is planned for the next update.
Motion blur is perhaps the single most demanding graphical effect. Does it help if you turn that off? You might also get better performance by using the second best quality option, but still enabling some of the additional effects, rather than using the best quality and disabling some effects. The sim is nowhere near fully optimised yet so hopefully you don't need to get any new hardware!
Maps found - MUCH happier when I know where I'm going!!
One small issue - the 'tutorial' function which suggests what to press seems to be less useful than it was in earlier releases? I'd disabled it for areas I was comfortable driving but I ran a scenario today which ended in a terminus and following the on-screen instructions led me to crash into the buffers!
It also gets confused in some stations - you stop and it keeps suggesting you apply/release the brakes over and over?
I'm ALMOST grown-out of it but I imagine new players may be confused?
The key tutorial is the same as in the earlier version. It does occasionally instruct you to accelerate right before a terminus buffer stop so there's still room for improvement! For a funny example of this, see GrayStillPlays' Let's play video (he's playing version 1.0). The reason why the tutorial suggests fiddling with the brake at stations is because it's trying to match 15 inches of vacuum which is the standard for keeping the train still. The vacuum gauge works with some delay, especially in longer trains, which is why you see the needle dropping occasionally below 15in even though the brake valve is lapped. You're right though, it's confusing for a beginner and I'm still going to fine tune it in some of the future updates!
It's super-useful to have that guide - esp as the game has the 'score' aspect for best driving practices!!
It also maybe distracts people a BIT from learning trains properly - I had to force myself to turn-it-off - I believe remapping is possible so maybe I need to remap to TS settings to avoid having to think so hard? :)
Hey, congratulations for the launch of version 1.2, great improvements on atmosphere and sounds (they make it even more immersive now).
I saw your post regarding the graphical effects on performance and wanted to add this from my findings: with "Good quality" preset and "Reflections" turned "off" I get fireflies on the edges of the passenger seats, sometimes with flashing white squares around them. Same effect is visible from the helicopter cameras and also on the incoming trains (from the opposite direction). Frame rate tanks a bit when I rotate my camera to look at them specifically (60 to 40-30). I'm attaching an image in case my description is lacking.
I know you mentioned you haven't optimised it yet, hoping this will be of some aid when you get there. All the best ! :D
Thanks! I've sometimes noticed the fireflys on my own machine as well, but not recently, so I thought the issue had somehow resolved itself, but apparently not. It's probably the bloom effect? There might some very small or degenerate triangles in the places where the fireflys occur, will need to investigate and come up with a fix to the next update.
Did a test with "Bloom" setting "Off" and the artefacts are still there for me, maybe there are some inverted normals or overlaps in the mesh. LE: They go away if I turn High Dynamic Range "Off" when having Reflections disabled.
Thanks, I tried the same and indeed, it's not the bloom. They also go away if I enable TAA or disable AO, so it must be a combination of the post effects and how they handle triangle or normal vector edge cases.