OMSI 2
Evel Jan 3, 2014 @ 4:05pm
(Possible) Solution to Crashes
For those of you having crashes, here's yet another possible solution. I was having constant crashes at various points during Tutorial II, so I started fiddling around with my settings. Reducing the Neighbour Tiles Count in the Graphics options seems to have helped me tremendously. I have it set to 3 and managed to finish the entire tutorial trouble-free. As soon as I try putting it to 4 or more, I get crashes again. Your mileage may vary, but it's always worth a try.

Update: I've gotten through all four tutorials now without a hitch thanks to this. I'll try my hand at regular gameplay when I have more time.
Last edited by Evel; Jan 3, 2014 @ 5:22pm
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Showing 1-15 of 16 comments
edawg109 Jan 3, 2014 @ 4:11pm 
Thanks for the heads up I'll give it a try
LendoChaar Jan 3, 2014 @ 7:51pm 
Neighbour Tiles - just 1-3 ! Nothing more!
No modern system can handle more!
Evel Jan 4, 2014 @ 10:35am 
Originally posted by LendoChaar:
Neighbour Tiles - just 1-3 ! Nothing more!
No modern system can handle more!

What exactly is the Neighbour Tiles Count anyhow? I just saw my game crash upon loading tiles so I fiddled with it, but I have no clue what the setting itself means.

If it can't go above 3 they really shouldn't be offering us the option to push all the way to 20, but I'm guessing it must have worked just fine on test machines - unless they overlooked it, that is.
LendoChaar Jan 4, 2014 @ 10:51am 
Sorry, but my english is not good enough to explain this.

But i will try it:

The complete Map is build in many squares.

Neighbour Tiles Count = How many Squares will be loaded ..

1 sqaure means: The game loads 1 around u .. (1 in front - left - right - back)

Higher "Entries" means more "map parts" at the same time.

Neighbour Tiles = 4 means:
4 squares around you. This is a lot of data - and the game / pc can't handle it.


One of the main-reasons is:

It is an "32Bit" Game, it can only adress 2 GB.

These lags u have, while driving ... happens cause the game "loads the next squares" ..

Hard to understand? (because of my bad english)
Evel Jan 4, 2014 @ 12:15pm 
Originally posted by LendoChaar:
Sorry, but my english is not good enough to explain this.

But i will try it:

The complete Map is build in many squares.

Neighbour Tiles Count = How many Squares will be loaded ..

1 sqaure means: The game loads 1 around u .. (1 in front - left - right - back)

Higher "Entries" means more "map parts" at the same time.

Neighbour Tiles = 4 means:
4 squares around you. This is a lot of data - and the game / pc can't handle it.


One of the main-reasons is:

It is an "32Bit" Game, it can only adress 2 GB.

These lags u have, while driving ... happens cause the game "loads the next squares" ..

Hard to understand? (because of my bad english)

I understood it entirely actually, thanks. I've tried patching the game executable with a 64-bit patch so that it can use up to 4GB of RAM, but that doesn't seem to help the problem - it still crashes with 4+ neighbour tiles. I suspect there's some improvement to be done in the coding that might make it work.
roggek Jan 4, 2014 @ 2:45pm 
Yo should never, ever set Neighbour Tiles Count to any value higher than 3. "Neighbour Tiles Count" set to 1 is the recommended.

You must also count with the tile that you are drivng in.
So a "Neighbour Tiles Count" set to 4 is 17 tiles in total...4x4=16 + 1 (the tile in your nearest vincinity). And no modern home PC is capable to handle that amount of objects, maybe a NASA computer...
Last edited by roggek; Jan 4, 2014 @ 2:46pm
Evel Jan 4, 2014 @ 2:51pm 
Originally posted by roggek:
Yo should never, ever set Neighbour Tiles Count to any value higher than 3. "Neighbour Tiles Count" set to 1 is the recommended.

You must also count with the tile that you are drivng in.
So a "Neighbour Tiles Count" set to 4 is 17 tiles in total...4x4=16 + 1 (the tile in your nearest vincinity). And no modern home PC is capable to handle that amount of objects, maybe a NASA computer...

If no modern PC can handle it, they really shouldn't be allowing us to set it to 20 - the slider ought to just end at 3.
GegeTS Jan 5, 2014 @ 12:05pm 
Hi All !

First off all a Happy New Year !

I have lowered the Neighbour tiles from 2 to 1 and reduced also the target frame rate from 30 to 25... Seems to do a good result but always get some instant freeze when tiles are loaded but not hang the game now !
Evel Jan 5, 2014 @ 12:18pm 
Originally posted by gege21:
Hi All !

First off all a Happy New Year !

I have lowered the Neighbour tiles from 2 to 1 and reduced also the target frame rate from 30 to 25... Seems to do a good result but always get some instant freeze when tiles are loaded but not hang the game now !

Yeah, unfortunately I don't think there's any way to solve the lag while it loads new tiles. That's a game optimization issue for sure. The OMSI developers could learn a thing or two from the devs of Euro Truck Simulator 2 about loading large maps - ETS2 seamlessly pulls off the entire European continent, surely they'd have an idea or two about how to manage a city map.
GegeTS Jan 5, 2014 @ 12:29pm 
Yes sure the lag when tiles are loading is very annoying. At the least I can play this new version OMSI2 by a satisfyed manner.
This game realy needs to be reworked for the core game multi threading and memory adressment to use better hardware stuff.
Wait and see cause Marcel Khunt work on ! Firstly to reduce the numerous bugs messages many users are getting while playing.
I hope in the next months or days we will get a large update to fix all these lag and bugs !

I love this game.
GegeTS Jan 6, 2014 @ 6:34am 
Hi All !

I think about a thing : with FSX game when launched it deactivate the aero stuff in windows because the FSX graphics stuff are incompatible with windows aero graphics.
Is there the same with OMSI2 but launching the game it don't deactivate itself the aero windows stuff.
Trying to change the aero stuff to the old features appearence before launching OMSI2 can be helpfull ?!!
Last edited by GegeTS; Jan 6, 2014 @ 6:36am
Kizna Fuchs Jan 6, 2014 @ 2:30pm 
That shouldn't really matter, and on FSX it wasn't so much compatibility, but rather gaining more performance for FSX. And it's also somehting a lot of DX10+ games do. But Omsi is DX9, so it shouldn't really matter.
GegeTS Jan 7, 2014 @ 1:48am 
Originally posted by #RC> Kizna-Cat:
That shouldn't really matter, and on FSX it wasn't so much compatibility, but rather gaining more performance for FSX. And it's also somehting a lot of DX10+ games do. But Omsi is DX9, so it shouldn't really matter.

Ok for that ;-)
Kizna Fuchs Jan 8, 2014 @ 12:58am 
hehe x3 Aero is a performance eater x3
Gladly, we don't have that in Windows 8. Only a very very basic version, that barely needs performance.
GegeTS Jan 14, 2014 @ 5:44am 
Nevertheless it is advertised to deactivate Windows aero stuff.

See here official OMSI Forum : http://www.omnibussimulator.de/forum/index.php?page=Thread&threadID=20396
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Date Posted: Jan 3, 2014 @ 4:05pm
Posts: 16