2018 MXSEMF.com Nationals Rd12 - Ironman

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Wahlamt
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby Wahlamt » Wed May 16, 2018 2:54 am

checkerz wrote:Image

Unfortunately they weren't very good :(

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aeffertz
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby aeffertz » Wed May 16, 2018 5:21 am

RXR_Banjo wrote:What i5 u have? 8gb or 16g ram? Plz post ur graphics setup here!!


4690k. Here's what I'm running during races with the "high" track packs. It hovers around 90 fps.

Image
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Image

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aeffertz
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby aeffertz » Wed May 16, 2018 5:22 am

Oh, and 8gb of ram.
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MX|VISUALS
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby MX|VISUALS » Wed May 16, 2018 8:36 am

aeffertz wrote:
SemW wrote:
MX|VISUALS wrote:this tracks lagging more than normal for me, any ideas why? doesnt change if i remove obj pack or not

Same here.


In single player and online both?

single player, at specific spots such as exiting the corner after the rollers, and at the top of the hill off of the start right at the jump.

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M@xTizZz
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby M@xTizZz » Wed May 16, 2018 12:03 pm

Links of remover added in the 1st post
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RXR_Banjo
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby RXR_Banjo » Wed May 16, 2018 1:00 pm

Ok thanks! Why u usiin hardware? I always used shaders direct or copy

Also: why u using 10 instead of 8 for reshade delay?

aeffertz wrote:
RXR_Banjo wrote:What i5 u have? 8gb or 16g ram? Plz post ur graphics setup here!!


4690k. Here's what I'm running during races with the "high" track packs. It hovers around 90 fps.

Image
Phil Doyon #177

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RFX_corentin_12
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby RFX_corentin_12 » Wed May 16, 2018 1:32 pm

RXR_Banjo wrote:Also: why u using 10 instead of 8 for reshade delay?

higher the shade delay is, less chance you have to lag
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DABZZZ
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby DABZZZ » Wed May 16, 2018 2:14 pm

Round 1 is fire yo. Some of the complaints I see are things I noticed as well but line choice makes a big difference. Might have to actually race this year if the tracks are going to be like this. I much prefer erode working with the starter ruts and breaking bumps over last years walls going into corners lol Keep up the good work fellas :)
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Ken81
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby Ken81 » Wed May 16, 2018 3:17 pm

So my game crashes before I can get to the first corner. Any ideas? Single and multiplayer. Using the snapshot.
Image

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aeffertz
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby aeffertz » Wed May 16, 2018 3:38 pm

RXR_Banjo wrote:Ok thanks! Why u usiin hardware? I always used shaders direct or copy


Because hardware/copy is less strenuous on the PC. I use shaders/direct normally but switch it over when there is a loaded gate.
Need a custom track object? Send me a PM! Will model for beer money.

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RXR_Banjo
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby RXR_Banjo » Wed May 16, 2018 3:44 pm

ok thanks! i dunno why but in the past i had better fps with shaders than hardware... weird!

aeffertz wrote:
RXR_Banjo wrote:Ok thanks! Why u usiin hardware? I always used shaders direct or copy


Because hardware/copy is less strenuous on the PC. I use shaders/direct normally but switch it over when there is a loaded gate.
Phil Doyon #177

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Tristan.Botteram
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby Tristan.Botteram » Wed May 16, 2018 5:10 pm

Image
Image

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checkerz
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby checkerz » Wed May 16, 2018 5:54 pm

Image

Trevor#91
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby Trevor#91 » Wed May 16, 2018 7:34 pm

Tristan.Botteram wrote:Image

?
Image

Braap677
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Re: 2018 MXSEMF.com Nationals Rd01 - Hangtown

Postby Braap677 » Wed May 16, 2018 8:54 pm

is there any way there could be a release after the race is over with the deformation still on it from the race to make it fun offline?


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