BallisticNG

BallisticNG

Chalybion Run
19 Comments
CausticRKS  [author] 27 Mar, 2022 @ 10:08pm 
Appreciate you checking it out Enai, thanks for breathing so much life into this game!
Enai Siaion 23 Mar, 2022 @ 4:12am 
Awesome! :) Looks good, and the layout is enyertaining!
CausticRKS  [author] 14 Mar, 2022 @ 10:53pm 
Oh dude, I'm totally happy to help. Not dragging me down at all. Even my system isn't totally up to snuff. It's honestly a lot to expect right now for everyone to have some crazy RTX build with the situation our world is in. I'm way behind as well with cards being sooo expensive. I'm sure over time I will learn even more about optimization. I appreciate the timely replies to help me replicate these issues. Flushing the tracks cache probably did help, even I have had luck with that. I notice that when I make a lot of drastic changes to a track, if I don't flush it immediately following, I will get hit with a massive dump of frames, which really scares me.

I'd kill to be directly involved with BNG's development, because I'd probably learn a ton. :p
Nelle 14 Mar, 2022 @ 3:48pm 
For now it's working better than when it does worse. Lagging but not disorienting, like when I play other tracks that are heavy. I recently flushed the track cache few days ago, so I want to believe that that helped. Gotta be trying with actual players to be sure though.

Thank you for the continuous support on the performance, and I am sorry that I was dragging you down with my hardware that's not so powerful - I was worried about this so I included framerates of internal tracks in the previous comment. I don't want to be a drag force to your works, so I will stop commenting about this from now on! I appreciate everything you did to try optimizing the track.
CausticRKS  [author] 14 Mar, 2022 @ 3:09pm 
Went ahead and tried it in an empty lobby with those settings. No noticeable loss of frames, but at the end of the day, this may ultimately depend on your hardware. You may also try deleting your Tracks cache, and if that doesn't do it, verifying integrity of game files on Steam.
CausticRKS  [author] 12 Mar, 2022 @ 4:41pm 
I will give it a shot on my new rig and see if it's any different. It's not terribly difficult, but when you have quite a lot of assets to sift through, it's easy to overlook areas that should be more optimized. I also don't fully understand what Unity does and doesn't like. When this stuff happens, it only helps me understand it better though, so I can avoid these problems in the future. I'll look into it again!
Nelle 9 Mar, 2022 @ 1:24am 
Tried it in an empty online lobby with 11 bots, I get around 20~38 FPS.
I tried a couple other tracks to compare. In Basin Reverse (Basin is queued for an optimization at the moment) I get 40~58, In Arrivon XI I get 59~60. I recorded the races wondering if watching it is any of help, but I am not very confident about that.

I doubt performance optimization is anything easy, so I am accepting that at least I can play this track smooth offline.
CausticRKS  [author] 8 Mar, 2022 @ 11:49pm 
Hello again Dinir. I was able to get the track updated with the survival mode models disabled during multiplayer. This SHOULD fix the lag issue. Let me know.
CausticRKS  [author] 4 Mar, 2022 @ 12:17pm 
That's a little concerning. This probably has a lot to do with the fact that the recent Survival Mode update has a lot of models which were not properly set to disable in normal mode.. I will get around to it, and hopefully this will solve the problem. Thanks for the info.
Nelle 3 Mar, 2022 @ 9:44pm 
I tried this track on multiplayer, and wow the whole game lags hard almost the entire track. It was frustrating because it's just few spots that lag subtly in singleplayer, that I could just go on with.
egyFM 2 Mar, 2022 @ 10:21am 
Once again, it looks great, and sounds great. I always turn off the music when on your tracks to pick up the little audible and visual easter eggs everywhere.
So much everywhere I look, I love it. :squirtyay:
CausticRKS  [author] 11 Feb, 2022 @ 11:57pm 
Thanks for the info, Xterra. Now that zone mode is finished, I will consider moving it a bit lower before I drop the Reverse version. :)
Xterra 7 Feb, 2022 @ 5:20pm 
The only suggestion I'd have to improve this run is to make that "AUTOPILOT WARNING" sign easier to see in all camera modes; I nominally play with the ship-chase cam (a la Wipeout Pure/Pulse), and I only see the sign about once in every five laps.
CausticRKS  [author] 4 Feb, 2022 @ 5:47pm 
Thanks mate! Yes, make sure you take notice of the signpost coming out of the first tunnel that says "autopilot warning". While not my intent, I realize that autopilot must be used strategically and you will have to account for obstacles on the track. It's an easy track, so this adds a level of difficulty, and I'm plenty okay with this.
Suck My Dick 4 Feb, 2022 @ 5:21pm 
Absolute frickin eyecandy :ngy::cutiedoll: :FXANGRYMAN: :fire_man:
fluent feel of track
only downside, when using Autopilot powerup, the pathfinding seems not to work, ships always run into the pillars on the plaza when using it
Pie Baron 29 Jan, 2022 @ 11:46am 
It's not just fantastic to look at and to play but it also feels super immersive, you created a very tangible feeling world, amazing work man!
CausticRKS  [author] 28 Jan, 2022 @ 11:59pm 
I'm glad you're enjoying it! As for the stutter around the jump, I'll look into it and see if I can sort it out.
Nelle 28 Jan, 2022 @ 8:52pm 
I ran few more time to experience a major stutter when the big jump is about to end.
Nelle 28 Jan, 2022 @ 8:21pm 
This track is much better than the first one when it comes to visibility. I can see what's coming clear enough that I am not frustrated when hitting a wall, so thank you so much for the work!

I wonder how people would approach the final chicane without using too much airbrakes in toxic class. That one really makes me want to use as much as possible to just get through smoothly.