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3d modeler needed for monster bash update.
Started By
unclewilly
, Oct 15 2013 09:03 PM
353 replies to this topic
#262
Posted 31 December 2013 - 12:36 AM
No, if it is static, it should be fine, no need to alter it.
#264
Posted 31 December 2013 - 01:19 AM
If a primitive is set to static, then it makes no difference as far as performance goes.
#265
Posted 31 December 2013 - 01:33 AM
Fuzzel is getting 100 fps before model reduction.
I asked him about static models am awaiting his reply
Don t the static models have to be redrawn when a flasher is effecting them?
I asked him about static models am awaiting his reply
Don t the static models have to be redrawn when a flasher is effecting them?
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#267
Posted 31 December 2013 - 08:14 AM
static primitives are pre-rendered like non dropable walls or the playfield. They build a kind of background image where everything else is blitted over. So if you use a flasher over a static primitive it will change the background image and not the primitive itself. Therefore you could use 65000 polys for a static primitive without any influence on performance
#268
Posted 31 December 2013 - 07:10 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#270
Posted 31 December 2013 - 07:44 PM
Difference not seeable(the LP version is simply same quality for my eye than the last wip) , i comparised the 2 version, but the performance difference is great, this new version destroyed all my stutter perfectly smooth now! Great job my friend.
Edit: And the dracula movement is much better(smoother) too than in the video linked some post before.
Edited by Sheltemke, 31 December 2013 - 07:47 PM.
#272
Posted 31 December 2013 - 08:21 PM
What's your fps with my high poly models verses low poly? How much of a fps gain?
Sent from my iPhone using Tapatalk
As i saw in the past FPS not affect ball stutter. Even with 60fps you can get stutter(at least my computer, maybe its sounds stupid). Interesting.
I have relatively good computer(i7 [email protected] 6gb ddr3 1600mh, GTX 660TI 2gb) and only 1 table stutters a very very little(Groni's Banzai Run) all other runs perfectly ![]()
Edited by Sheltemke, 31 December 2013 - 09:00 PM.
#274
Posted 31 December 2013 - 08:24 PM
For me it jumped almost 100 fps
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#276
Posted 31 December 2013 - 08:27 PM
That's because he has vsync set to auto.
When I set vsync to 0
I get almost 100 fps difference
When I set vsync to 0
I get almost 100 fps difference
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#277
Posted 31 December 2013 - 08:30 PM
Installed fraps for you randr.
Fraps shows Old wip(12) locked 51fps new wip (12lp) locked 60fps.
Sorry i remembered wrong.
But 51fps and stutter comes? So only 60fps or better is perfectly smooth?
Interesting.
Here is my settings btw:

Edit: Unclewilly, yes now i will try without vsync.
Edited by Sheltemke, 31 December 2013 - 08:54 PM.
#278
Posted 31 December 2013 - 08:34 PM
See what the difference is if you change vsync from 1 to 0
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#279
Posted 31 December 2013 - 08:49 PM
If i change back 1 to 0 (in new LP version ) the stutter come back immideately.
I have to use the setting 1 to run with smooth ball movement.
Here is a little video with 0 setting to see how the ball stutters with Adaptive vsync 0:
http://ir.netplayers...uel/stutter.avi
Edit: Additional info: I use win7 with windows classic theme and my nvidia not forced to use vsync.
Here is a pic about settings: 
Edited by Sheltemke, 31 December 2013 - 08:59 PM.



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