2019 MotoOption Supercross Round 17 Las Vegas

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
Smidly
Crushed Dissenter
Posts: 330
Joined: Wed May 30, 2018 2:56 am
Team: Wildside
Location: JLV's Basement

Re: 2019 MotoOption Supercross Round 5 San Diego

Post by Smidly »

Maybe remove collisions on this too to reduce some lag and prevent peoples games from crashing?
Image
Ddavis
Posts: 17959
Joined: Wed Sep 28, 2011 1:02 am

Re: 2019 MotoOption Supercross Round 5 San Diego

Post by Ddavis »

Once I recognized that the berms weren't that good in qualifying, I was able to adjust how I entered them and they were fine. I felt like I couldn't "Alec Cattenburg" the corners though like I have been this year.
Official rF Gaming
Posts: 175
Joined: Wed Nov 28, 2018 5:51 am
Team: RaceFactoryGaming
Contact:

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Official rF Gaming »

Round 6 Minneapolis is now available for download!
*Please do not use PM system on MXS Forums for support. Use the @RaceFactoryGaming bot on discord for support!
Image
Visit the Official rF Gaming Discord
Jakob Hubbard
Posts: 1152
Joined: Fri Nov 24, 2017 3:16 am
Team: Phil's
Location: Cold
Contact:

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Jakob Hubbard »

checkerz tracks are back :D
Image
KTM57
Posts: 13847
Joined: Wed Jul 07, 2010 2:42 am
Location: TX
Contact:

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by KTM57 »

Not trying to stir anything up or push any agenda, just curious - has any research or optimization been done in regards to Framerate Gate 2019? I know it was stated that we are using 2049x2049 terrain which is substantially more demanding than 1025, but there seem to be a hugely disproportionate amount of lag complaints during race nights. I've dropped from medium to low and still having a little trouble, but my hardware is also getting old.
This is a block of text that can be added to posts you make. There is a 255 character limit.
MOTOZ293
Posts: 3054
Joined: Wed Mar 06, 2013 7:17 pm
Team: Hog Heaven Racing
Location: Ohio

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by MOTOZ293 »

KTM57 wrote:Not trying to stir anything up or push any agenda, just curious - has any research or optimization been done in regards to Framerate Gate 2019? I know it was stated that we are using 2049x2049 terrain which is substantially more demanding than 1025, but there seem to be a hugely disproportionate amount of lag complaints during race nights. I've dropped from medium to low and still having a little trouble, but my hardware is also getting old.
mine was fine till oakland. And i have a brand new pc that is really good. I noticed it a lot too
Image
checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by checkerz »

KTM57 wrote:Not trying to stir anything up or push any agenda, just curious - has any research or optimization been done in regards to Framerate Gate 2019? I know it was stated that we are using 2049x2049 terrain which is substantially more demanding than 1025, but there seem to be a hugely disproportionate amount of lag complaints during race nights. I've dropped from medium to low and still having a little trouble, but my hardware is also getting old.
Object collisions were removed from various objects, sequence files also were looked at, JLV made an update, stadium remover created, and probably more items I'm forgetting.

Currently, we feel the 2049x2049 terrain is important and not something we should sacrifice. Keep in mind nationals have been 2049 for years, so we'd expect the game to be able to handle them in a smaller environment with less overall elevation change.
Smidly
Crushed Dissenter
Posts: 330
Joined: Wed May 30, 2018 2:56 am
Team: Wildside
Location: JLV's Basement

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Smidly »

checkerz wrote:Object collisions were removed from various objects
hmm hmm
Official rF Gaming
Posts: 175
Joined: Wed Nov 28, 2018 5:51 am
Team: RaceFactoryGaming
Contact:

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Official rF Gaming »

SAN DIEGO PASSWORD
N({nLPPMq#;$uEA?}fq=vUWk'^'\C2x'
*Please do not use PM system on MXS Forums for support. Use the @RaceFactoryGaming bot on discord for support!
Image
Visit the Official rF Gaming Discord
Jakob Hubbard
Posts: 1152
Joined: Fri Nov 24, 2017 3:16 am
Team: Phil's
Location: Cold
Contact:

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Jakob Hubbard »

san diego lmao
Image
Jeremy150
Posts: 3331
Joined: Mon Jul 30, 2012 9:56 am
Team: MV Films

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by Jeremy150 »

MINNEAPOLIS PASSWORD
N({nLPPMq#;$uEA?}fq=vUWk'^'\C2x'

sorry
Image
crotty103
Posts: 60
Joined: Wed Apr 05, 2017 10:00 pm
Team: Privateer

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by crotty103 »

the lag on rd 6 is crazy
aeffertz
Posts: 4031
Joined: Sat Sep 06, 2014 7:01 am
Team: Studio ATE
Location: Wiscansin

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by aeffertz »

crotty103 wrote:the lag on rd 6 is crazy
Define lag.
Image
chaseb31
Posts: 729
Joined: Wed Apr 23, 2014 12:33 am
Team: BPC | let's get it
Location: Portland, Oregon

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by chaseb31 »

what is this
Image
Chase Blakely | Oregon Based
808
Crushed Dissenter
Posts: 1037
Joined: Tue Feb 21, 2017 5:08 am

Re: 2019 MotoOption Supercross Round 6 Minneapolis

Post by 808 »

Constructive feedback/criticism (not rage post)

The burms feel like ski jumps once again, feel slippery and flat.

The SX triple is FREAKING. HUGE. It's fun and all, but it's so goddamn big lol. (I guess it's more realistic then having a small one you can just smash in 2nd gear on a 125.)

I feel like the 90 degree burms are not linear with the section it's been lead into, almost like the burms are much too small. (if you're on the very outside of the section before hand and you go to take the burm, it feels like you're way too far outside to even hit the burm effectively.)

Also, the erode doesn't form until the exit of the rut, it kinda makes it go from flat to just a sudden drop into a rut halfway through the burm.

I'm not exactly educated on why any of this is so feel free to rip me apart
James_122 wrote:The old folks home should limit you fossils on how much internet time you get a day. Hopefully they mashed your turkey meat up enough so you can chew it.
Image
Post Reply