This table could benefit from from being resized to the correct dimensions for this era of Bally table (952 x 1974 vs. 1000 x 2000), which also can add an improvement in game play / physics just on it's own as well in addition to the main element for visual accuracy with the correct proportions. The ball reflection scaling would be best increased as well from 1 to about 5 as, with .hdr ball images and .hdr environment textures being utilized (as are in this table), the effect of PF on Ball reflections get diminished and benefit greatly in visibility from increasing this scale value (not talking about GI bulb light reflections on ball or ball on table reflections either as those are separate elements). The PF reflection looks really nice on this table with the rest of the elements if it's up more in the recommended range of 80-120 (55 is a bit low to see it for the table objects and the ball on playfield effect, which is also nice if enabled). The light fading in GI does look super smooth and cool, but I think it's a bit too slow to mimic a real life incandescent bulb turning on / off without being faded via ROM / circuitry (i.e. GI8 or something). Lasty, there would be some physics things I would change too and that's a whole other discussion plus I change physics and dive into that realm deeply on any / every table.
However, I didn't do this post to be nit picky, but more importantly to say that I had this table up on my screen last night and really was just staring at it at length because of how nice it looked
It looks so real now and this this beautiful table helps demonstrate how VPX can allow / facilitate the options and elements to make it so! You can really see the piece by piece improvements that VPX has had added by Toxie and fuzzle in this EK table now but of course with hauntfeaks how he has utilized a lot of them and taken the time obviously to give a great overall appearance to this great looking table. The "free" static AO on the pegs does really add some nice realism (have to have it enabled in VP main video preferences to see it here but the values of AO set in the lighting are a perfect choice), the new stand up and drop targets almost look like they have AO even without the having the dynamic effect enabled (i.e. they look nicely textured, shadowed, and "real"), but in general just look great now with the recent changes / inclusion of them as a basic / easy-to-use element. The reflections now for static and dynamic objects (especially around the flippers and targets) add a whole other level of immersion and sometimes almost make the tables "feel" more like the real thing as well while playing even over the exact same table being played with reflections turned off. The overall elements and look of this table is what people used to look at FP a couple years ago and generally rate it higher in the "looks" department than VP - not any more man!
Even compared to the commercial versions available, the look we can get now in VPX is becoming outstanding (especially when being able FPS wise to enable the best of the 'AA's being 4xAA - although a nice extra touch to also add a layer of FXAA at 'quality' for the ultimate in smoothness). Again, features added in FPX by Toxie and fuzzel. The options and tweaking we can do with VP obviously has no comparison to any other commercial software and while looking at this table, the last year's work of VPX and time spent adding new elements and continuously updating / upgrading the code, is really showing now.
Nice looking table hauntfreaks - no wonder you're already getting requests 
Edited by jimmyfingers, 14 November 2015 - 06:22 PM.