Poor performance on Trainz Simulator 2

I play Trainz simulator 2 for the Macbook, and I seem to get low performance if I have high video settings or if I'm weak on battery. I would like some advice on what are the best settings for my graphics of Trainz.

Here are my specs:

MacBook Pro (retina, 13 inch, mid-2014)

2.6 GHz Intel Core i5

8 GB 1600 MHz DDR3

Iris 1536 MB Intel

Welcome to Apple Support communities

The behavior you describe is normal. Your Mac's only got a GPU integrated, so he can fight with the games running in circles of high quality, and Macs are defined to reduce performance when they run out of battery (to avoid a stop).

The key is to find the right settings for your game to get a decent yield with good quality. Try to choose quality settings average and if that wasn't enough, low quality settings. A MacBook Pro 13 inch with Retina display is certainly not designed to play games with it.

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                //-- COMPUTE NUMBER OF SAMPLES NEED TO PROCESS BLOCK (+2 FOR INTERPOLATION)
                var need: int = Math.ceil( scaledBlockSize ) + 2;
    
                //-- EXTRACT SAMPLES
                var read: int = _mp3.extract( _target, need, positionInt );
    
                var n: int = read == need ? BLOCK_SIZE : read / _rate;
    
                var l0: Number;
                var r0: Number;
                var l1: Number;
                var r1: Number;
    
                for( var i: int = 0 ; i < n ; ++i )
                {
                    //-- AVOID READING EQUAL SAMPLES, IF RATE < 1.0
                    if( int( positionTargetNum ) != positionTargetInt )
                    {
                        positionTargetInt = positionTargetNum;
    
                        //-- SET TARGET READ POSITION
                        _target.position = positionTargetInt << 3;
    
                        //-- READ TWO STEREO SAMPLES FOR LINEAR INTERPOLATION
                        l0 = _target.readFloat();
                        r0 = _target.readFloat();
    
                        l1 = _target.readFloat();
                        r1 = _target.readFloat();
                    }
    
                    //-- WRITE INTERPOLATED AMPLITUDES INTO STREAM
                    data.writeFloat( l0 + alpha * ( l1 - l0 ) );
                    data.writeFloat( r0 + alpha * ( r1 - r0 ) );
    
                    //-- INCREASE TARGET POSITION
                    positionTargetNum += _rate;
    
                    //-- INCREASE FRACTION AND CLAMP BETWEEN 0 AND 1
                    alpha += _rate;
                    while( alpha >= 1.0 ) --alpha;
                }
    
                //-- FILL REST OF STREAM WITH ZEROs
                if( i < BLOCK_SIZE )
                {
                    while( i < BLOCK_SIZE )
                    {
                        data.writeFloat( 0.0 );
                        data.writeFloat( 0.0 );
    
                        ++i;
                    }
                }
    
                //-- INCREASE SOUND POSITION
                _position += scaledBlockSize;
            }
        }
    }
    

    When I play a sound by using this method, it is extremely rough. However, this class is as simple as it can get, so I missed something? Or should I just give up on making this work on the PlayBook?

    Best regards

    I don't see anything explaining why the code is so complicated, instead of just letting the Sound object directly play the MP3 file.  Why all the SampleData stuff?

    Also, I've only skimmed it so far, but I see that block_size is hardcoded to 3072.  Why that value?  Have you tried others?  Depending on how much other work the code, it may simply not be generating as many samples per update (i.e. for each SampleDataEvent.SAMPLE_DATA) you should try to do it, then it 'get '.  Try at least 4096, or an even greater value if this is allowed... I vaguely remember 8192 is the maximum (although perhaps shared between the two channels).

    How long the event runs itself?  Try to add a measure of the time at the beginning and at the end of this routine to see if it takes much more time that you expect... and longer than the time available to it.

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