At the moment I do not want to update to a new graphics card, I think the GTX 660 is not a slow one. I lowered the pixel lights count to about the middle, performance is better because of this. And I noticed that switching off the ball reflections also adds 5 to 10 fps here. I'm full of hope that the first release version will have a better performance, maybe with lower default settings, too.
The most annoying thing at the moment for me is that it does not save the cabinet settings (size and position of the playfield and backglass). I have to set this every time I run the program.
Strange. Do you click again on "Calibrate Cabinet" button after you set the display? This is when it is saved. I agree there is no feedback about that... Or maybe it cannot have write access to it. Do you have installed it on C:/ under W7? If so, you need to run in admin because the UAC prevents c:/ writing...
So Unity can't handle multiple vid cards and monitors? I appear to be in the same boat as others during cab configuration. Both playfield and backglass appear on Display1. No way to move the back glass to Display2, and I'm not sure how to rotate the playfield. The playfield does look pretty nice with settings cranked up, and I'm looking forward to seeing how this develops!
No. And it is worst, because it cannot handle multiple rendering windows. Actually, the multiscreen is a hack of Unity's window handling, using Win32 dll calls. This occurs many problems... I think the doc is not self explanatory about cab configuration, so we will make a video about that.
Hi, have some observations and test results/requests after working w/ the game for a few nights.
Setup: Intel e8400 oc'ed to 3.6Ghz, AMD Radeon 7950 3GB GC, 8GB ram, two monitors (main 32" 1920x1080) (secondary 27" 1920x1200). When I play it's on the main in desktop mode.
1. The sound device will change from primary to secondary or third, I've seen this happen after a fresh default install and then changing and saving options for the first time (maybe changing between fullscreen real/fake fullscreen monitor types?). When you go back in the sound device has changed, this results in no ROM sounds. Changing it back works going forward.
2. There seems to be trouble with full screen real, I can't set it on my main monitor and often it goes black on launch with the table selector behind it out of focus, have to taskmanager and end its process. If this happens it wrecks the install and you get the COM error and have to reset with the original options.ui.puo.
3. On launch behind the table selector/extractor the window created spans between my two monitors instead of being on the primary.
4. Possible to go straight to the game without the resolution picker step? Via shortcut for example?
5. For me at least, removing or deleting options.ui.puo does *not* re-create it on next launch. Gives me an error in the debug console that the file is missing.
6. Request: possible to keep the options pull downs' state persistent so you don't have to keep closing the ones that never change?
7. Request: possible to leave the camera titles onscreen for a little longer?
8. Should the status/log text file be 15-20MB? Should it overwrite on each run?
Thanks -
John IV
mameui.info
Thanks for this well structured report.
1) This bug needs investigations. The default options fiel stores my screen audio output, this is maybe why it does not work well at first start.
2) FullScreenReal prevent VPM to launch correctly because VPM try to setup regular windows. That is why, when starting, Unit3D Pinball keep "window" mode until rom has been loaded, then switch to real fullscreen. That is also why you never should uncheck "window" checkbox on the loading screen. This loading screen will be removed on the next release. For now it is only used to select the RealFullScreen resolution/window size. This will be a regular option in options menu.
3) Correct. If I am not wrong, this occurs when launching with the "FakeFullscreenAll" mode saved? => to be corrected.
4) => cf upper: this window will be completely removed
5) You need to re-click on "Save" at the bottom of the options window
6) Sorry, I don't get this one... can you explain a little bit more please?
7) That won't be a problem I think
8) This is due to some unessary logs we forgot to comment. TODO => debug level (command line) with a low verbosity by default
Made an off center video demonstrating performance playing AF with an I3 and a 660.
Addams is definitely the more demanding table of the three, gameplay is a tad choppy but hey its still early days .
Thanks! Can you give us the "main" options used for this capture? (pixels lights, reflection quality, etc...) ?
On BK2K (the only table I have tested). I have 250fps and physics are around 1k. But I have some flipper lag? From when pressing the keyboard until the flipper moves. Have any one else noticed it? (In desktop mode)
Try unchecking "complex flippers". This "delay" is wanted, see the "Complex Flippers" videos about curve editor(http://www.vpforums....=57#entry244321)... This is highly tweakable. However, we tuned it from real pinballs we tried. Or maybe there is some other problems...
Fantastic job guys! I thought this was one of those vaporware projects that would never get released... I'm very glad to be proven wrong on this one.
In regards to the menus, I've found that D3D/OGL/Whatever slows to a crawl when rendering a font-based text, but has no slowdowns rendering sprite-based text using a simple color-key transparency. So you might want to switch to something like that... just a thought.
I know this is a really early alpha so don't get annoyed but these are a few things I noticed (that you are probably well aware of).
1. The DMD color is slightly off. It looks ok rendered on the table, but not as an overlay.
2. When switching to true fullscreen mode, my tv, which is connected via a hdmi cable drops the audio and it's played via the pc speakers instead.
3. None of the dmd inputs work outside of the gameplay inputs. Reset doesn't work, ect.
4. The bottom row or so of the DMD in the Addams family is cut off. The others seem to be correct.
I think the speed is pretty good. I've got a quad core processor in this machine along with a budget ati card. I can still get 30-60 fps in all of the games with the exception of black night in multi-ball and the Addams family if something crazy is going on. The physics fps are always high.
Oh and since the DMD is now being rendered via the table, some more options would be nice. I know my old vp wrapper had the option to make the black part of the DMD invisible and adjust the translucency of the rest and it was very popular. Overlaying it on the table glass would also be a nice option. It should be easy to do since the reflection effects essentially already do this.
1) That is because "bloom effect" is not affected on additionnal dmd (just like in VP).
2) As i said to JohnIV, this needs investigations... sorry about this bug.
3) Are you talking about "VPM" inputs? Yeah, is "reset" somethink you guys really need? This creates some desynchronisations with vpm... but we can work on it if it is really needed...
4) Oh. Maybe it is due to an unfullfilled copy from VPM to texture.
Transparent DMD is definitely doable. I will put it on requests list too.
Edited by BilboX, 22 December 2013 - 03:05 PM.