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#141 luvthatapex

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Posted 21 March 2013 - 07:24 PM

Well, I'll be..... it's not on the official nVidia site.

But thanks very much for the link, will give it a try!

 

 

open your eyes Luv... they are available while searching a few ;)

 

http://www.guru3d.co...r_download.html

 

@Teppotee : just installed, i see no diff with, still got same little ball freeze on few tables



#142 teppotee

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Posted 21 March 2013 - 07:53 PM

Are the new drivers stable in xp? So far I have had random freezes with all versions greater than 270.x. Would like to try these though... I did get a performance boost with these drivers on my win7 laptop with gtx570m.



#143 LoadedWeapon

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Posted 21 March 2013 - 11:19 PM

Well I been going thru all my tables and trying to sort them out and when I tried to run "BIG HIT" with B2S it loads into the editor but as soon as I hit play It crashes VP.. running 478.. works fine with 476 and back... Just thought I would let you know.. Not sure what changed in the two.. And on a side note the older ones like 442 still give 100+ more fps on tables over the newer versions.. Thanks for the continued great work :)


Edited by LoadedWeapon, 21 March 2013 - 11:37 PM.


#144 Slydog43

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Posted 22 March 2013 - 12:42 AM

Good find, I also have crash with 478 and big hit, yet 476 works fine.



#145 toxie

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Posted 22 March 2013 - 07:32 AM

479 has a fix for this.. Strange that this actually did not happen before..



#146 kruge99

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Posted 22 March 2013 - 03:00 PM

Toxie, I'm building a two level pin right now (Solar Fire) and there is one thing I hope will be easy to implement.  Can the editor be modified to translate a group of walls and ramps along the Z axis.  The group of objects in question is the pegs.  They are all built with the bottom height at zero - the normal playfield height. 

 

I want to select one of the pegs in Eala's object table, use the translate command and add 75 units to the object so that all the parts (walls and ramps) are now the same size/shape but 75 units higher on the Z axis.

 

Otherwise, I'll have to go through each piece one by one and add 75 units to the top and bottom height.

 

Once I do this to one object I can re-use the new one to copy and replace it where I need it but that's a time consuming job.  Just hoping there could be a translate Z function built into the tools.

 

Any advice would be greatly appreciated.

 

 

Best Regards,

Todd.


Edited by kruge99, 22 March 2013 - 03:00 PM.

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#147 toxie

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Posted 22 March 2013 - 03:11 PM

I would love to be of any help, but most of the UI code i haven't touched at all so far, so i don't really have a clue what and how things happen there.. Sorry.. :(



#148 kruge99

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Posted 22 March 2013 - 03:21 PM

no worries!  Thanks for letting me know.

 

Best Regards,

Todd.


[proud owner of a Williams Solar Fire]

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#149 StreetPreacher

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Posted 22 March 2013 - 10:17 PM

Just curious, but would updating to DX9 support also mean that enabling Nvidia Stereoscopic 3D Vision might be a possibility? :)


Edited by StreetPreacher, 22 March 2013 - 10:44 PM.


#150 bassgeige

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Posted 22 March 2013 - 11:17 PM

I used version 478 before together with vsync (fast) and enabled triple buffer and it feels good.



#151 uberpinball

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Posted 23 March 2013 - 12:51 AM

When are we thinking a final release for 9.15 is expected? One that won't break 9.1x tables.

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#152 Slydog43

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Posted 23 March 2013 - 02:24 AM

Just curious, but would updating to DX9 support also mean that enabling Nvidia Stereoscopic 3D Vision might be a possibility? :)

 

why would we need to, as 3d works fine with vp 9.14x  (thanks I think toxie for his work on this) awesome, truely awsome with active 3d cab. :)))))


Edited by Slydog43, 23 March 2013 - 02:25 AM.


#153 toxie

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Posted 23 March 2013 - 07:18 AM

I guess the 3D Vision question is more about supporting specific hardware that relies on that, but so far i don't know if it could be supported then, at least it becomes much more likely..

 

As for an official release: I guess currently it looks pretty good, there is still a strange problem with ball update problems on some tables/some places that needs to be fixed first though..



#154 kiwi

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Posted 23 March 2013 - 08:03 PM

I am very happy with the performance of the rev 482.
A strange thing that happens to my original project , the ball is invisible.

I tried with different balls images (PNG,BMP) and the result is always the same.
I have the same table without "Wizard Hat Alphanumeric Display", and in that the ball is visible.

 

In rev 481, the ball works , and performance are lower than the rev 482 .
 

Thanks

 

Max



#155 LoadedWeapon

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Posted 23 March 2013 - 08:49 PM

Everything seems to work ok on Rev.482... Tho not sure what has changed after rev 442 but all tables are around 300fps lower 442 still seems to be the best for Nvidia anyway..

Attached File  442.png   1.41MB   72 downloadsAttached File  482.png   1.41MB   70 downloads 



#156 koadic

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Posted 23 March 2013 - 09:13 PM

In revision 444, changes were made in the way primitives were handled, and while the framerate drops for those tables containing primitives (I think 'regular' tables are unaffected if not improved), the framerate is increased for fxaa use compared to previous builds.

#157 LoadedWeapon

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Posted 23 March 2013 - 09:29 PM

Ok  thanks Koadic that makes sense...I have tried all types of tables and they are all a drop for me.. let me test FXAA and get back to ya...

Ok tried several tables but I will talk about JP's new StarWars  seams to be a good test table.. 

 

With the Rev.442 NoFXAA it runs around 500fps with FXAA on its stuck at 14fps and is unplayable...

With Rev.482 NoFXAA it runs around 288fps but with FXAA on it runs at 54fps and is playable but as you can see in my sig thats on a pretty good pc. with a 560TI card. I havent tried on my desktop with the 660 but I think I still like the 442 without FXAA tables run super smooth..

 

Thank you and everyone for your continued hard work and support for this great hobbie I know you dont have to.. I and im sure everyone else greatly appreciates it... :love39:


Edited by LoadedWeapon, 23 March 2013 - 09:52 PM.


#158 toxie

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Posted 23 March 2013 - 10:19 PM

I still wonder why for some ppl 442 is the fastest..

Actually we included a lot of optimizations, but it seems like these only help on some machines, but hurt others.. :(

But most likely this is highly dependent on the measured tables, too..

(On a sidenote: In 443 there was a bugfix for primitives, so this is at least a must for the future, as otherwise primitives working properly will depend on the location on screen)



#159 LoadedWeapon

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Posted 23 March 2013 - 10:35 PM

Well thats the thing with Windows PC's too many variables between windows and updates, drivers, hardware, etc... Like I said thank you for the continued work it is needed for VP to move forward im sure it will only get better from here..


Edited by LoadedWeapon, 23 March 2013 - 10:35 PM.


#160 koadic

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Posted 23 March 2013 - 10:44 PM

(On a sidenote: In 443 there was a bugfix for primitives, so this is at least a must for the future, as otherwise primitives working properly will depend on the location on screen)

443 was one of the ones I didn't get to, but I went ahead and compiled it and stuck it in the dropbox as 444 is where it starts slowing down (for me at least)