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VP10 table testing - available right here!


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#2341 nodz509

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Posted 28 November 2015 - 05:33 PM

Hey Ben if your still looking to sell a guitar to finance your cab pm me as well, im told i have a guitar problem, I'm in a room full of guitars but there is always potential space for a couple more!



#2342 TedB

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Posted 28 November 2015 - 06:13 PM

The pc of my virtual pinball has this configuration,Dual -Core E2500 @ 2.5Ghz and 4Gb of Ram with a graphic card 9500 GT of 1Gb of Ram:

 

2r7vwg9.jpg

 

Then which is the highest graphic card that I can install in that Pc to play perfecly to tables of VP10?

 

Folks with good performance are usually mentioning intel i5 or i7. I don't think there is a minimum requirements recommendation, probably because nobody knows what is needed. 

 

This should certainly be capable of running all tables: i5 or i7 with Nvidea Geforce GTX 750 ti

You could buy that card and see if it works with your cpu / motherboard / gpu - if not replace the rest. That is something I am planning to do with my setup as well.


Edited by TedB, 28 November 2015 - 06:14 PM.


#2343 Ben Logan

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Posted 28 November 2015 - 07:39 PM

That's what I'm running -- Core i5 with gtx750ti 2gb version (wish I'd grabbed the 4 gb option). Most of my VP10 tables are stutter / tearing free. I think these cards can be grabbed for $160 or so. Not bad!

#2344 RYSr

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Posted 28 November 2015 - 09:39 PM

The pc of my virtual pinball has this configuration,Dual -Core E2500 @ 2.5Ghz and 4Gb of Ram with a graphic card 9500 GT of 1Gb of Ram:

 

2r7vwg9.jpg

 

Then which is the highest graphic card that I can install in that Pc to play perfecly to tables of VP10?

 

I strongly suggest upgrading your CPU and MB to at least an Core I5, The card alone will not make much difference!

 

I just bought some upgrades (Black Friday week specials)for my 2 PC's, put an I7 and Faster OC 16gb Ram in my PinCab's Motherboard, I took out the Core I5 CPU and slower 16gb Ram and put in a new $99 Gigabyte z97x-sli MB and put that in my desktop PC.

 

The desktop had a PNY Gforce MB with a E2200 Dual Core 2.2 ghz CPU and 4 gb ram and GTX790 2gb GPU, testing with the current VP10 release  and Dozer's  CV RTM V5 table I  was getting around 45 fps with extreme FXAA and in-game AO unchecked.

When I tested again with the new MB and I5 and 16gb Ram the FPS went up to 330 with the same settings, if I turn In-game AO on I get 240fps. So the MB and Processor make allot of difference for VP10. VP9 Ran fine with the old hardware on my desktop. Resolution set to 1920x1080

 

Also I had a Nvidia GT9800 GPU before I installed the GTX790, and I used to get around 15fps on CV, Installing the GTX970 only increased the FPS to 45.  So upgrading to a newer MB and CPU and Ram  is very Important for VPX...

 

Also If you get a K series CPU and a GTX GPU and a OC overclocking MB you can overclock them for another 5-10 % increase.

 

Don't forget the higher you have your screen resolution set the less FPS you will get. In the above test if I lower the resolution to 1366x768 the FPS go up to 375 or 450 with AO On or Off

 

Rich


Edited by RYSr, 29 November 2015 - 05:16 PM.


#2345 akiles50000

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Posted 29 November 2015 - 09:40 AM

Thank you all for the answers but now I can,t buy a new pc with that configuration.For the moment I have to go with the same pc.Maybe later.

 

Juan,



#2346 Dozer316

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Posted 29 November 2015 - 05:01 PM

Here is AFM version 1 - well version 1 for my release.

 

This is a table initially converted by JP with some additions from CyberPez - (See thread link for details of his contributions)

http://www.vpforums....=55#entry312011

 

Stuff I / Others have added to this version.

 

ICPJuggla made some nice 3D mesh ramps for the game.

 

Moved the rom controlled saucer lights to the main saucer area.

Implemented a quick hack to somewhat mirror the affect VP9 nudging had on the main saucer

Moved the lighting to VP10 native instead of the original flasher lighting.

Modified the bouncing aliens so they move up and down a little smoother.

Changed some ramp materials and adjusted some small areas of geometry.

Implemented some flasher effects on the wire ramps and inside cabinet walls.

 

There are many options at the top of the script to play with including the spinning mini saucers and black light textures that CyberPez added.

 

If you find the main saucer reflection too distracting, turn it off in the script. - Experiment with settings until you find a nice balance for your system and visual taste.

 

I didn't spend as much time on this as CV and MM so it doesn't have as much visual bling but I think it came out ok.

 

Anyway, have fun - Dozer.

https://mega.nz/#!XV...EANVoYYMgDgZ69E



#2347 STAT

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Posted 29 November 2015 - 05:08 PM

Look and Play very well :) THANK YOU Dozer !



#2348 ClarkKent

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Posted 29 November 2015 - 05:22 PM

cyberpez can you please update BlackHole for the latest VPX? I like to play it, some problems with the latest VPX...



#2349 ClarkKent

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Posted 29 November 2015 - 05:42 PM

Thanx for the new AFM! :)

 

I found more natural physics settings, more like the PM5 version - the friction on the table is way too low, the ball does not roll that fast on a real playfield:

Gravity constant 1

PF friction 0,08

 

And you have to lower the friction on the flippers with these new settings. If the difference between the playfield friction and the flipper friction is too high, it's no wonder that the flipper completely stops the ball when it rolls down the inlane and reaches the activated flipper bat.

 

Flippers friction 0,09

 

And I gave it a little coil ramp up (1.5) to do some tricks with the flippers.



#2350 hauntfreaks

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Posted 29 November 2015 - 06:33 PM

I think its better then ok...  it really plays nice...the saucer nudging effect is great.... I always liked CyberPez black light textures... 

 

I guess if I had any wishlist it would only be when in black light mode the GI changed to black lights or whatever would complement these textures...

 

anyway... I love having this classic updated to use all the newest features...

thanks as always dozer...


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#2351 shadowjuggalo

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Posted 29 November 2015 - 07:20 PM

Very nice afm table. The physics are awesome, the reflection on the table from the spaceship is a very nice touch. The flashers aren't to flashy. But one question I have is since I keep my dmd on the cabinet screen. In the script it says desktop mode. Can I role it by putting cabinet mode, since I'm not seeing a rol 0 or 1?

#2352 bolt

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Posted 29 November 2015 - 08:05 PM

Thank you again Dozer. Another fantastic VP10 Mod. :otvclap:


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#2353 RYSr

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Posted 29 November 2015 - 08:32 PM

The Dozer does it again, very nice release.

Thanks you for updating it to VPX. :yahoo:



#2354 Ben Logan

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Posted 29 November 2015 - 09:46 PM

"Stay locked on with all the hits!"

#2355 Fulltilt

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Posted 30 November 2015 - 01:16 AM

Thanks Dozer :D

 Haha ..I thought after working 15 hours today I would be tired, and I was until I saw this! Time to do some flippin'


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| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |

| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |

| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |


#2356 TNT2

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Posted 30 November 2015 - 01:28 AM

Great job Dozer.

 

I for one enjoy the glossy playfields in VP10. I feel like a just got a brand new pin from the factory!



#2357 robertms

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Posted 30 November 2015 - 04:07 AM

Dozer, whatever it is you did with the bouncing aliens is very effective and adds a lot of realism. Very cool :tup:


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#2358 gigalula

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Posted 30 November 2015 - 04:23 AM

Thanks dozer :dblthumb:



#2359 Dozer316

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Posted 30 November 2015 - 04:32 AM

Here is a small maintenance release for AFM - Version 2.

 

Knorr PM'd me with a solution to the right ramp which could sometimes bounce the ball back down the ramp because of it's geometry so this version has a more contoured ramp which should allow the ball to move against it in a smoother fashion.

 

There is a new variable at the start of the script Mars_Mod = 1

 

This is on by default and results in a lighting effect beneath the saucer when it's hit during attack mode.  Simply set it to 0 if you don't like the effect.

 

https://mega.nz/#!eF...i5xNdd95lyNC9tc

 

It's hot in Melbourne today so I'm off to get some Vitamin D - I've turned the same color as the walls in my office so time for some sun :)



#2360 vampirolatino2

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Posted 30 November 2015 - 05:06 AM

lol, go get some D'sssss and when you are leaving take this THANKS with you ;)


Edited by vampirolatino2, 30 November 2015 - 05:06 AM.