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High Low Detail

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asked Mar 2, 2012 in Deveopler by jenolan (3,600 points)

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One issue with TS12 and asset creation generally is performance. All of the pretty add-ons come at a cost for those people on lower specification machines, the whole experience can be terrible with the lagging, rubber-band effect and so on.

In the RBR system there is a setting "High Detail" if on the user is telling us that they want all of the pretty effects from the Map and Activity if set to low we remove as much excess detail as possible. The end user needs to do nothing except turn the setting on or off. The rest is done internally.

For a Map the base map then has two main layers. The default "route-layer" which contains the low detail and base parts of the map, which must include all of the main objects like track, switches etc and a second layer called "high detail" which overlays the route layer with additional scenery style eye candy. When an Activity loads and low detail mode has been selected the "high detail" layer will be switched off, this will boost performance greatly on lower end machines and make for a more pleasant driving experience.

Inside the Activity itself the variable "Global.HighDetail" will be set true for highmode and false for low detail mode. An Activity can simply query this and decide what amount of additional traffic or other non-essential traffic can be eliminated.
answered Mar 2, 2012 by jenolan (3,600 points)
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