MB stutters for me like hell.. ![]()
But i'm on it, trying to find out why..
Posted 03 February 2015 - 10:05 AM
Thank you unclewilly for this fantastic MB WIP. Looks very very good.
Runs smoth at me, only one big stutter at the Monster Bush Multiball if I got a Freegame.
After the Freegameknock the table runs good again.
Don't forget the three lights for the Multipliers(D,I,G under the Mummy), does not work at this moment.
Posted 03 February 2015 - 10:08 AM
"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
Posted 03 February 2015 - 10:14 AM
"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
Posted 03 February 2015 - 10:24 AM
"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
Posted 03 February 2015 - 10:24 AM
My wireform is ok for me but who knows on a different system. I know they've have acted differently before this. The ramp is fine, even when it comes off the ramp there's not too much funky spin, unlike previous, where it had trouble making it up and odd spin.
Any of my targets , drops & stand ups are using normal walls. There was too much air ball coming from the primitives with an array of different friction settings. The black rubber posts have been left as primitive collisions and not noticing a problem with them, but I still may end up changing them to std walls.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 03 February 2015 - 10:30 AM
Could be we have to re-tweak the acceleration structure used for the collision detection. There are quite some heuristics in there that might "fail" with so many primitives.
btw: of course the hellish stutter doesn't occur on my "big" machine, only on my laptop.. :/ so maybe its as simple as my old rusty laptop swapping gfxmem all the time..
btw2: good news is that MB runs almost as fast as the default table (if both 4xAA and AO are enabled on both) on the non-laptop. i didn't expect that one. ![]()
Edited by toxie, 03 February 2015 - 10:31 AM.
Posted 03 February 2015 - 10:31 AM
I did have some stuttering too past Sunday on one of the cleaned up material demo tables. I was although also running 2 high def graphical animations while testing the empty table for ball movement and stuff.
The strange part is when I hit the space bar the stuttering went away. Could just be a coincidence of course.
Posted 03 February 2015 - 10:38 AM
I just tested MB and I get crazy stuttering on the wire ramp, and ball stutter all the time, it's not smooth as with Vp9.9
Edit: Oh enabling vsync fixed the ball stuttering
for a little while then i get like 5 fps
Edited by blashyrk, 03 February 2015 - 10:48 AM.
Posted 03 February 2015 - 10:46 AM
"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
Posted 03 February 2015 - 11:08 AM
I would expect stuttering on the left ramp too, but the poly count isn't that high because the ramp itself isn't as long as on the right side. The problem for wire ramps is that you always need more polys than for normals ramps otherwise the wires would look blocky. Someone could test it if the slowdowns are noticeable on normal primitive ramps if you increase the poly count by subdividing the mesh in Blender.
Posted 03 February 2015 - 11:50 AM
This is a long shot but fuzzel or anyone know about this error? Skip to 1:45
It's fine to just skip pushing enter or OK, but wondering if you know anything about it? It's fine as it is because I usually launch game with a script that deals with that for me.
Edited by chepas, 03 February 2015 - 11:50 AM.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
Posted 03 February 2015 - 12:05 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
Posted 03 February 2015 - 12:49 PM
As for Monster Bash slowdowns: Seems like its a pretty simple reason actually: The steel rings in the primitive ramp to the right are pretty well tesselated, and as the collision routine handles the ball "temporarily" as a cube (for simplicity during the rough collision phase), each ball needs to collide with all these triangles it passes through. So as a workaround try to decrease the number of triangles for these rings.
Posted 03 February 2015 - 12:56 PM
My flipper settings for Monster Bash are

I don't know, why pictures not possible, so the data in written form:
Mass 0,3
Strength 2200
Elasticity 0,6
Elasticity Falloff 0,43
Friction 0,35
Return strength 0,15
Coil Ramp Up 0
Edited by LadyLuck, 03 February 2015 - 01:00 PM.
Posted 03 February 2015 - 01:05 PM
As for Monster Bash slowdowns: Seems like its a pretty simple reason actually: The steel rings in the primitive ramp to the right are pretty well tesselated, and as the collision routine handles the ball "temporarily" as a cube (for simplicity during the rough collision phase), each ball needs to collide with all these triangles it passes through. So as a workaround try to decrease the number of triangles for these rings.
"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
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