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Post by rtrfan739 on Jul 5, 2020 1:39:42 GMT
Hello, is there any ways to make RTR load faster? I know you can make RTR load faster by having less objects. But is there any other ways?
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dale
Brakeman
Posts: 60
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Post by dale on Jul 5, 2020 18:02:35 GMT
Hello, is there any ways to make RTR load faster? I know you can make RTR load faster by having less objects. But is there any other ways? Sure, get a faster machine with more menory.
Sorry, couldn't resist. Actually, I don't know of any other means to get it to load faster.
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Post by starfighter on Jul 5, 2020 18:57:34 GMT
Hello, is there any ways to make RTR load faster? I know you can make RTR load faster by having less objects. But is there any other ways? If you don't need .otx files, you can delete them from the RTR folder - uploading could be a bit faster...
STARFIGHTER
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dale
Brakeman
Posts: 60
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Post by dale on Jul 7, 2020 18:52:25 GMT
I have to admit that this whole question got me thinking (now I have a headache but what the heck!) so I did a few small tests. The main operation that slows things downs is reading the files and doing internal memory stuff. Since we can't affect the internals, I focused on file activity. Using a copy of my normal RtR! installation, which has 83 Xli files and a total of 1405 models, I ran the following tests.
Test 1: I removed the otx files, the lampinfo files, the ltex files, and soundsource files. With those removed, the loading of RtR! was about 1.1 seconds faster. Determination: irrelevant.
Test 2: After replacing the removed files, I took all of the non-RtR!-original XLI files and combined them into 9 large XLI files, revalidated them and tried again, comparing the load time to that of my normal RtR! installation. The results in minutes and seconds:
| RtR! - 72 user Xli files
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| 2:43.51 |
| RtR! - 9 user Xli files
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| 2:44.44
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The determination: irrelevant.
Both of the above tests indicated that the number of models is, in fact, the defining factor in load speed. Continuing my thinking I devised a third test based on the idea that the load speed was affected by the opening, reading, and closing of the files and why the speed is impacted by the number of models. With that in mind it occurred to me that the speed impact is probably in reading the X files and the textures. Since the X file count is dependent on the number of unique models, there isn't much we can do with that. However, there is a way to lower the number of textures. Read on, intrepid RtR!ers for here comes magic.
I imagine that most of us have several versions of particular textures, often with different names, in multiple folders in the Scenes hierarchy. I would surmise that if you went through and found them all and edited the various X files (and maybe the XLI files if the model is recolorable) to point to a single instance of the texture, then RtR! might load a bit faster. My assumption is based on the fact that the loader in RtR! is smart enough to know if a texture, by name, has already been loaded it doesn't reload it (peruse the startlog.txt file). But it has no idea that textureA and textureB may be the same texture if they have different names.
Ok, to be totally honest, there are two reasons I'm not about to go do that to my installation. First, it's just too much work. Second, I really don't think that it will save more than a few seconds.
For comparison, I have a 2.8GHz system with 16GB memory. Your mileage may vary based on the capabilities of your machine. So, to refer back to my original answer, if you want it to load faster, get a faster machine. One other limiting factor that we cannot do anything about is that RtR! is a 32-bit application, even if running on a machine capable of 64-bit operation.
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Post by rtrfan739 on Jul 11, 2020 3:03:39 GMT
I have a question. Has anybody used the reference thing in the XLI? Does it make it load a little faster? I have several objects that are the same but just different textures. Such as Dash-9's, and SD40-2's.
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Post by rtrfan739 on Jul 11, 2020 15:17:49 GMT
Ok, I have just done this with a couple objects and it actually does save a couple seconds! Before, my RtR took 4 minutes and 49 seconds to load. I did the reference thing to a couple objects that were the same but different textures and it took only 4 minutes 31 seconds to load. I went back, did it to more objects and now it takes 4 minutes 6 seconds to load. So I will do this to even more objects.
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Post by starfighter on Jul 11, 2020 16:04:02 GMT
Do you mean ENGINE_TYPE objects or some others?
STARFIGHTER
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Post by boots127 on Aug 28, 2020 20:42:57 GMT
Hallo, since some 5 years I have tried a lot. But it takes time. I have reduced all dds files that are the same colour & size. At first I collected the doublettes in speical files to see how much I removed. I think it was about 300-500MB. In my RTR-EU program with 1496 x-files there is now 1,03GB files in Scenes. I can reduce more, but am very tired of it.
-Boots127
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Post by james666 on Aug 31, 2020 22:36:21 GMT
The only way I know of is to remove al the models and their associated files that you don't intend touse. Lower model count=Faster load time
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 1, 2020 16:09:35 GMT
When the game starts, the content is read from the following files: *.bin *.list *.xli The more there is in the *.list and *.bin, the longer it takes to load. All textures entered in the xli are loaded. Only this textures! Unused textures are not loaded! If two models use the same texture, it will be loaded twice. So there is no point in deleting duplicate textures. If, for example, 20 locomotives use lamprefi.dds (white lamp on the front of the locomotive), this texture will also be loaded 20 times.
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dale
Brakeman
Posts: 60
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Post by dale on Sept 1, 2020 17:11:36 GMT
When the game starts, the content is read from the following files: *.bin *.list *.xli The more there is in the *.list and *.bin, the longer it takes to load. All textures entered in the xli are loaded. Only this textures! Unused textures are not loaded! If two models use the same texture, it will be loaded twice. So there is no point in deleting duplicate textures. If, for example, 20 locomotives use lamprefi.dds (white lamp on the front of the locomotive), this texture will also be loaded 20 times. That's not quite correct. If two (or more) models use the same texture it will be loaded more than ones IF it is in separate locations. For example, if one model uses the file Scenes\trains\lamprefi.dds and another uses Scenes\MyFiles\lamprefi.dds, it will be loaded twice. If, however, both models point to the same file at Scenes\trains\lamprefi.dds, then the loader knows to only load it once. In fact, in the startlog.txt file it will let you knowif/when a texture has already been loaded.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Sept 1, 2020 19:28:28 GMT
In fact, in the startlog.txt file it will let you knowif/when a texture has already been loaded. Ah, yes. Have found.
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Post by boots127 on Sept 19, 2020 10:19:05 GMT
I use RTR on my old (2008)PC, with ASUS P5Q SE motherb. 2HD; SATA 500Gb + IDE 160Gb, 4Gb RAM, Intel Duo Core 3.00 GHz, nVIDIA GeForce GTX 550 Ti Grafic card & Win XP Pro 32bits. I have also tested RTR on my newer (2016)PC with Intel Quad Core CPU, 8Gb RAM & Win 10 64bits. But it don't work better.
Reducing dublette files helps, but not much. But u get better oversight of the programs. I gave u wrong numbers before of RTR-EU Scenes, dds-files; 450Mb, xfiles; 611Mb. Together 1.03Gb
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leond
Conductor
leond
Posts: 201
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Post by leond on May 25, 2021 20:24:06 GMT
I did some playing around with RTR_Ride from Neil Young. I chose this because I don't thing a lot of modifications or additions will be made to this installation of RuleTheRail.
After using the xli checker to remove all the non-used items from the following:
OTX files Ltex files Sound files EngineSpots files LampInfo files ObjControl files Detach files
There seemed to be a susificant improvent in loading speed, however this is a very time consumming task and this may not apply to every installation of Rule_The_Rail.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 26, 2021 19:37:51 GMT
Btw soundsource-files:
You can delete alle entrys with "kerek.wav" and "mozdony.wav"
All ENGINE_TYPE becoms automatically the sound mozdony and all WAGON_TYPE becomes the karek.wav, if there no other entry exist.
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