Elvas Tower: Monogame now in OR unstable official version - Elvas Tower

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Monogame now in OR unstable official version Rate Topic: -----

#21 User is offline   jan111 

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Posted 29 August 2019 - 08:29 AM

View PostCsantucci, on 23 August 2019 - 11:16 PM, said:

Info to the OR users: in these days the OR official unstable version is really... unstable. Due to this stuttering issue http://www.elvastowe...post__p__250102 tests are under way to understand the cause of the stuttering. Therefore the various additional features present in the unstable version have been partly removed and will probably re-added one by one to see if it is one of them which causes the stuttering.


Are there any progress to this problem?

#22 User is offline   edwardk 

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Posted 29 August 2019 - 04:29 PM

Even though I have not been active with the project lately, I still try to keep up with how the project is doing. In my opinion, Carlo should continue updating his monogame version until the unstable version is no longer unstable. Evidently the combining of Carlo's work with perpetualKid's work is going to need some time.

#23 User is offline   Monty 

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Posted 30 August 2019 - 07:29 PM

I tend to agree. Carlo's versions have always just worked for me but the unstable versions just keep throwing up exception errors all the time and leaves constant entries in the Windows event log. As for the stuttering I have a little on all monogame versions even though I have a very high spec computer. Can't remember when it started but I don't get it with OpenRails pre monogame unstable. Thank you Carlo for all your efforts, much appreciated.

#24 User is offline   Icik 

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Posted 31 August 2019 - 02:03 AM

This step in incorporating MG OR into the official OR client is very welcome. Microstuttering is a pain in MG and is manifested in the most powerful systems too. The cure for it is to turn on synchronization at 60fps or 30fps.

What significantly lags behind the XNA version of OR is the quality of shadows, more precisely blurring of the shadow edges does not work well. I think it's caused by using inappropriate techniques in pixelshader version 4.
The XNA version uses version 2 and a technique that evokes a more natural shadow appearance.

Could pls someone experienced look at this?

#25 User is offline   Hamza97 

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Posted 31 August 2019 - 03:06 AM

Also, The stuttering is very exaggerated / increased while in 3D Cab to a level that one cannot drive from 3D Cab while using MG version... :ko2:

#26 User is offline   R H Steele 

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Posted 04 September 2019 - 09:50 PM

What happened to the window sizing?v32 is much larger aspect than MG19 -- which is normal, just like the stable version 1.3
Just the load.ace is larger, no changes to screen aspect in-game.

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#27 User is offline   Hobo 

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Posted 17 September 2019 - 05:39 PM

I find that the newer versions of ORTS - probably last 4 or 5 - that if I have vertical sync turned off , the program crashes right at the start . Carlo's version of MG still works fine with the vertical sync turned off . WHY ?


I find the stuttering could possibly be caused by the multisampling option - might be turned on in the video card setup and also turned on in the ORTS options at the same time .

Just my observations .


#28 User is offline   R H Steele 

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Posted 17 September 2019 - 07:37 PM

Ver.33 ( post #243 >>> http://www.elvastowe...-or-newyear-mg/ ) does not exhibit the aspect ratio problem, so looks like someone knew about it.
I have not been able to duplicate your observations,,,,???


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