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T2 FS Chrome Edition MOD - WIP
Started By
tipoto
, Mar 06 2011 08:57 PM
308 replies to this topic
#303
Posted 20 November 2011 - 09:42 PM
QUOTE (DeeGor @ Nov 20 2011, 04:31 PM) <{POST_SNAPBACK}>
Seriously. It's like we're all standing outside of our local game store waiting for the midnight release of Modern Warfare or something.

dam its cold out here
#305
Posted 21 November 2011 - 06:01 PM
QUOTE (Worschtschinke @ Nov 21 2011, 06:10 PM) <{POST_SNAPBACK}>
tick tack tiack tack
Ummm, it's already released....
LINK
**Each pinball machine is a tiny universe... that we control.**
#307
Posted 20 December 2011 - 09:50 PM
Unbelievable table. You did an amazing job. I have a T2 and this almost puts the real thing to shame. With that said, ball stutters at jackpot, and payback time, basically anytime when all the lights are going. I disabled the 4 level lights and ball reflection and it didn't help much, unfortunately. Running a q8400 quad core, overclocked at 3.2ghz, with a 9800gtx. No stuttering like this on other tables.
I don't understand why there should be so much on this table? Looking briefly at the source, there are a lot of conditional statements. It seems to me that separating the conditionals of the optional components might make a difference. For example, instead of calling LightFade for each light in update multiple lights, which in that function is tested for lightfade condition on or off, check the light fade condition before making all the calls - call the appropriate function for whatever that fade condition is. That would remove what - 61 extra conditional checks at a minimum? I think there are other optimizations that could be done as well.
This table is so good, if we can solve this, you probably just made the most realistic table of all time.
edit - here is a real quick optimization that might help a tad little bit, someone test this and let me know. I just don't have time to play it right this second.
I don't understand why there should be so much on this table? Looking briefly at the source, there are a lot of conditional statements. It seems to me that separating the conditionals of the optional components might make a difference. For example, instead of calling LightFade for each light in update multiple lights, which in that function is tested for lightfade condition on or off, check the light fade condition before making all the calls - call the appropriate function for whatever that fade condition is. That would remove what - 61 extra conditional checks at a minimum? I think there are other optimizations that could be done as well.
This table is so good, if we can solve this, you probably just made the most realistic table of all time.
edit - here is a real quick optimization that might help a tad little bit, someone test this and let me know. I just don't have time to play it right this second.
Attached Files
Edited by analog999, 20 December 2011 - 11:06 PM.
#308
Posted 20 December 2011 - 11:04 PM
Tried the "Optimized" code with my cabinet (i7 3.4 , Nvidia 460's). I only played 2 games, with multiball twice, only saw ball stutter during a multiball Arnold saying "awesome". Seems like the new code could be better. I want other opinions though. Tipoto did such a great job on this table, definitely the closest to a real table yet.
I want Tipoto to chime in
I want Tipoto to chime in
#309
Posted 20 December 2011 - 11:07 PM
QUOTE (Slydog43 @ Dec 21 2011, 12:04 AM) <{POST_SNAPBACK}>
Tried the "Optimized" code with my cabinet (i7 3.4 , Nvidia 460's). I only played 2 games, with multiball twice, only saw ball stutter during a multiball Arnold saying "awesome". Seems like the new code could be better. I want other opinions though. Tipoto did such a great job on this table, definitely the closest to a real table yet.
I want Tipoto to chime in
I want Tipoto to chime in
I do to! I just put up a new version that should be slightly more optimized. This is a very simple optimization, so I don't expect a bunch of performance increase with this code (the one you tried nor the current), but there should be some noticeable difference, I would think.
Also, I should mention this optimization forces the fade for regular lights to be on.. so it could be sped up a little fixing that part too.
It is a shame that pinmame doesn't have individual callbacks per light. That would completely speed this up. Or can it be done (individual callbacks for each light) - does anyone know?
Edited by analog999, 20 December 2011 - 11:15 PM.



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