2019 MotoOption Supercross Round 7 Arlington

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Smidly
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Re: 2019 MotoOption Supercross Round 5 San Diego

Postby Smidly » Thu Jan 31, 2019 10:33 pm

Maybe remove collisions on this too to reduce some lag and prevent peoples games from crashing?
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Ddavis
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Re: 2019 MotoOption Supercross Round 5 San Diego

Postby Ddavis » Fri Feb 01, 2019 12:23 am

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.
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Official rF Gaming
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Official rF Gaming » Wed Feb 06, 2019 5:10 am

Round 6 Minneapolis is now available for download!
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Jakob Hubbard » Wed Feb 06, 2019 3:14 pm

checkerz tracks are back :D

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KTM57
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby KTM57 » Thu Feb 07, 2019 12:50 am

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.

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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby MOTOZ293 » Thu Feb 07, 2019 1:00 am

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
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby checkerz » Thu Feb 07, 2019 1:24 am

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.

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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Smidly » Thu Feb 07, 2019 1:28 am

checkerz wrote:Object collisions were removed from various objects

hmm hmm
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Official rF Gaming » Thu Feb 07, 2019 1:30 am

SAN DIEGO PASSWORD
N({nLPPMq#;$uEA?}fq=vUWk'^'\C2x'
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Jakob Hubbard » Thu Feb 07, 2019 1:31 am

san diego lmao

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Jeremy150
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby Jeremy150 » Thu Feb 07, 2019 1:32 am

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

sorry
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crotty103
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby crotty103 » Thu Feb 07, 2019 1:40 am

the lag on rd 6 is crazy

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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby aeffertz » Thu Feb 07, 2019 2:10 am

crotty103 wrote:the lag on rd 6 is crazy


Define lag.

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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby chaseb31 » Thu Feb 07, 2019 2:14 am

what is this
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Re: 2019 MotoOption Supercross Round 6 Minneapolis

Postby 808 » Thu Feb 07, 2019 3:03 am

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
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