39" in a standard size cab 1080p@60hz (1920x1080) no dof
i'm lame
19" mini cab 1080p@60hz (1920x1080) no dof
Posted 01 November 2015 - 07:25 AM

Edited by BananaBoat, 01 November 2015 - 08:16 AM.
Posted 01 November 2015 - 08:27 AM
No. I'm hoping maybe fren can shed some light on this as he's the author of both our example cases.Any luck finding a fix? I haven't yet.And it must have started with later revisions of vpx, because it wasn't always like this...
Sent from my XT1092 using Tapatalk
Posted 01 November 2015 - 08:36 AM
Hard to see but those are the parameters I'm achieving with my rig. Should not be tearing or stuttering. Clean Windows install, no other software has ever run on this machine. I am doubting its a setup issue given VP9 runs extremely smooth.
I'm going to give up and see where this development lands and if others have this issue when it's eventually released. I just hope further optimizations are made between now and then.
Edit: one last thing where is the latest vpinmame.dll, worth testing as I havent updated it in a while. Thanks
Weird, you have good results. Maybe try and put 1 in the max pre-render frame in the video options.
Posted 01 November 2015 - 08:39 AM
Or 0, which disables it.
Visual PinMAME: http://www.vpforums....ic=27063&page=1
Edited by toxie, 01 November 2015 - 08:40 AM.
Posted 01 November 2015 - 08:42 AM
My setup is relative new, New Vizio 43 inch, i5, 970 gpu iirc lol, 8gb ram, 254gb ssd, etc. Have the options all at max. Using B2S. Resolution is UHD, so it is triple of 1080p, don't remember it right now. No DOF atm because I have not completed the cabinet yet.
No stuter, but "low FPS" because of max settings and resolution.
Oh, it is a clean install of Windows 10, up to date drivers and updates. Internet enabled. FP, PA, PFX2, VP9.x, VP9.9, VP PM5 and VP10 installed. Some benchmark programs. Windows Defender enabled. Malware bytes enabled. Network monitor enabled. Steam. ... and I think that's it. Maybe some other programs installed, but not much.
Edited by vampirolatino2, 01 November 2015 - 08:58 AM.
Posted 01 November 2015 - 09:46 AM
Maybe its really 'just' related to some of the tables.
Some feature insanely detailed primitives that are also used for collisions, and this can be the cause for micro-stuttering.
So maybe you can track down if the stutter is correlated to certain regions where the ball is travelling, and then the author can fix that in the next table update.
@Shockman: I'll look into these issues. This clearly shouldn't happen. Also the kickers are currently not rendered correctly, as kiwi and fuzzel pointed out, which is also not intended. :/
Fixed.
@Shockman: btw: You can also use alpha cutouts on the playfield image instead of kicker holes to make holes into the playfield, like chepas did on the EvilDead table. This is faster to render in the end.
Posted 01 November 2015 - 09:56 AM
Maybe its really 'just' related to some of the tables.
Some feature insanely detailed primitives that are also used for collisions, and this can be the cause for micro-stuttering.
So maybe you can track down if the stutter is correlated to certain regions where the ball is travelling, and then the author can fix that in the next table update.
Posted 01 November 2015 - 10:53 AM
I've done searches but can't seem to find the solution to this problem. I have a few VPX tables that have a horizontal shaded portion of the table. Not all tables have this issue. Attached is an example of one of them. Any solutions?
I just re-checked. This was introduced with the stereo3D-changes. So i fear Fren has to update the tables in question, basically the big GI lights have the 'wrong' height setting now (they reach partially 'behind' the camera, which wasn't that much of a problem before in this special case).
Posted 01 November 2015 - 12:44 PM
@BB: Limiting the maximum angular momentum the ball can have.
@all: The next build will feature static AO that is always enabled. So all people that needed to disable ambient occlusion before due to performance reasons will now get at least AO for all the static elements 'for free' (still NVIDIA only though for now).
Posted 01 November 2015 - 01:42 PM
I also just limited the ball spin artificially, to avoid extreme ball spins in some strange cases.
This slowed the game down quite a lot for me. I did wonder what was going on.
Will have to adjust some physics settings to compensate for this change?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 01 November 2015 - 03:08 PM
A little more would be good, it's hard to make up ramps.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 01 November 2015 - 04:00 PM
rev2324 is up:
- add static AO that is always enabled (still NVIDIA only though for now), 'old' AO is now renamed to dynamic AO
- artificially limit ball angular momentum
- fix kicker cup/hole rendering
- disable pre-rendered frames code by default
- Introducing new SciLexerVP.dll, simply drop it in VPx root - That's it! The old SciLexer.dll can be deleted.
Posted 01 November 2015 - 05:29 PM
Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Visual Pinball →
Visual Pinball →
The VP 10.8 release thread ;)Started by toxie , 29 Jan 2025 |
|
||
Visual Pinball →
Visual Pinball →
Plunger and Flipper IssueStarted by QuickSave80 , 07 Feb 2021 |
|
||
Visual Pinball →
VP & VPM MODs - New Releases →
4 Queens (Bally 1970) Modbysing[Visual Pinball X MOD]Started by singinfool64 , 02 Jul 2020 |
|
||
Visual Pinball →
Visual Pinball →
Screenres per table?Started by qcol , 15 Mar 2019 |
|
||
Visual Pinball →
VP Recreations - New Releases →
Ro Go (Bally 1974).zip[Visual Pinball X]Started by HSM , 18 Mar 2018 |
|