My ten year old and I often bounce back and forth between the two real pinball machines in our garage, and our homebrew VP cab in his bedroom.
Last night, after starting on the real machines in the garage and then switching to VP, he said, "These flippers feel slow." He wasn't being negative. Just observing.
I told him we've actually taken a big stride toward improving flipper lag with the introduction of True Fullscreen Mode. It's made a noticeable difference!
VP10 ball physics are there. VPX lighting blows up like the paparazzi during multiball. But VP flippers still feel pretty laggy compared to the real thing. I wonder if we can make our VP flippers feel even snappier (?) I know we're up against a few limitations:
* Controller latency (I'm not sure how much mine introduces. My leaf switches certainly feel faster than my QWERTY keyboard)
* Refresh rate (60 times per second, if you're using V-Sync like me)
* Coil RampUp (I always set this to zero, even though flippers often "feel better" with a bit of Coil RampUp, especially on EMs)
This may be a total throwaway post, because I don't really know how VP works. But I imagine the VP flipper engine goes something like this:
* VP waits for player to press flipper
* GPU gets message from VP engine that flipper button has been pressed
* GPU scrambles to draw flipper animation as quickly as possible
I imagine that the five or so animation frames between resting flipper and fully extended flipper take time to draw. I'm not sure whether the GPU calculates the full animation in advance and then "deploys" it as a package, or whether the animation starts as immediately as possible upon the flipper button being pressed (and then draws each frame "on the fly"). But either way, the time between one frame and the next must take a certain number of milliseconds.
For argument's sake, let's say it's 5 milliseconds per frame...

So, the full flipper animation above would take 20 milliseconds. (4 frames, at 5 milliseconds per frame).
Here's my question: If we were to introduce an option (a tick box in video settings, perhaps?) to eliminate full-flip animation altogether, and simply collapse the "full flip" down to two frames (Flipper at Rest and Flipper Fully Extended), could we eliminate 15 milliseconds (three frames worth) of latency?

Obviously this wouldn't look as cool. But it might be 75% faster (?)
Another consideration is that few of us limit our playing style to simple on/off flipping. nFozzy, Toxie, and Fuzzel have all worked to bring us some flipper code / editor options to make low-voltage flips possible: A huge part of the realism in our flipper physics. I wouldn't trade that feature straight across for snappier full flips, but is there a way to get both? Fast as possible full-flips, with multi-frame animation support for low-voltage flips?
Feel totally free to tell me my understanding of flipper animation's relationship to latency is totally off. I'd appreciate the education!
Lastly, if we never achieve snappier flipping, VP is still a daily source of fun! I absolutely love it, and totally appreciate everyone on the forum: Especially you devs and engine coders.
![]()
Edited by Ben Logan, 11 October 2016 - 08:53 PM.




Top














are all trademarks of VPFORUMS.