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#3381 hauntfreaks

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Posted 04 November 2015 - 11:33 AM

my laptop is back to working, using 2350

these are the setting for it to run... I kinda dont understand why it wants the nvidia options checked ... my laptop has an Intel HD Graphics onboard card? same chip set?

 

post-73849-0-09897800-1446636625.png

 

 

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#3382 fuzzel

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Posted 04 November 2015 - 12:00 PM

? that's weird but maybe a bug. If you uncheck the "Use NVIDIA API" checkbox and disable all AO it still crashs? You should update your graphic drivers anyway, did you check this:

https://downloadcent...Core-Processors



#3383 toxie

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Posted 04 November 2015 - 12:06 PM

i guess its the same sideeffect i saw on my cab (using textures as "real" depth buffers = bad).



#3384 hauntfreaks

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Posted 04 November 2015 - 01:10 PM

ok... so i had to get my laptop into a submission hold before it would let me install those drivers , but it finally let me... and that was it,... I no longer have to have the Nvidia option checked and for shits and giggles I rolled it back to 2341 and that version works as well... so on my laptop it was for sure my video drives.... thanks sirs... 


Edited by hauntfreaks, 04 November 2015 - 07:35 PM.

 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3385 vampirolatino2

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Posted 04 November 2015 - 04:44 PM

Glad to hear haunt! :dblthumb:



#3386 TedB

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Posted 04 November 2015 - 06:20 PM

Nevertheless you need at least a gfx card which supports DX10.

 

I only have DX9 installed currently and the result was a garbled table. No error message though. My card should be able to handle DX10 (GTX 550 ti)

Will look for a separate DX10 download - don't want to go online with my cab. Sorry if it has been asked before but I assume installing DX10 will not result in any compatibility issues with VP9?


Edited by TedB, 04 November 2015 - 06:20 PM.


#3387 fuzzel

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Posted 04 November 2015 - 06:26 PM

No don't get me wrong. I didn't mean that you need DX10 for doing ambient occlusion. You need a DX10 capable graphcis card. So a GTX550 TI is enough the rest is done with DX9.



#3388 TedB

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Posted 04 November 2015 - 06:39 PM

Ah ok, thanks, well... in that case there is a bug. At least in XP with an old NVIDIA driver. The old driver is needed in XP because any new driver caused major slow down on my cabinet occasionally (has been reported by more folks with the same card).

 

Issue with the table graphics: parts of the table are incorrectly placed and the videocard seems to 'remember' the last table I tried because you can see graphics of two table.

Does this look like a driver issue? Need a screenshot or any other info?



#3389 fuzzel

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Posted 04 November 2015 - 09:44 PM

Yes I guess that's a driver issue. We try hard to support WinXP but it's an old OS and the driver support is decreasing so sometimes the only option is to update hardware and/or OS.


Edited by fuzzel, 04 November 2015 - 09:44 PM.


#3390 toxie

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Posted 04 November 2015 - 09:55 PM

Also try experimenting with the new video options if that cures your issue.



#3391 TedB

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Posted 04 November 2015 - 10:03 PM

No problem - that was bound to happen sooner or later. I have a backup harddisk with W7 installed on it. Will give that one another try later (probably 2-3 weeks from now)


Also try experimenting with the new video options if that cures your issue.

 

Sure, will do some experimenting and let you know if it worked. If not - I will try W7



#3392 Shockman

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Posted 05 November 2015 - 02:40 AM

I swear VPX runs smoother for me if I set everything to the quality side than conservative settings. I'm liking these later builds.

 

Something has got to be done about the ball taking way too long to drop into a saucer and still have the realistic bevel effect.

 

Picking one AA type precludes the others, right. They all will hold a tick mark.

 

I hope we get a chance to pick some nits before an official release.

 

How do I destroy a sprite I'm done with. How do I create one for that matter. 

 

 

 

AMD A10 12g ram AMD graphics


Edited by Shockman, 05 November 2015 - 02:46 AM.


#3393 randr

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Posted 05 November 2015 - 04:38 AM

I'm behind on build testing. Will catch up this weekend. Thanks again devs for everything you guys do! Really is amazing work

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#3394 Ben Logan

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Posted 05 November 2015 - 06:17 AM

Seconded. Love seeing all the recent builds roll out in response to member feedback. Amazing community.

#3395 fuzzel

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Posted 05 November 2015 - 08:04 AM

rev2360 is up:

 

- revert previous ball friction tweak (and make heuristic even less harsh), also revert ball spin tweak (for now)
- disable dynamic friction case completely as still some balls were trying to crawl up a rubber
- replace NVIDIA API UI setting with alternate depth buffer
- introduce tooltips for some of the video settings
- make AO in UI more conform with rest of settings/less confusing
- fix issue when delete a material/image/sound/collection deletes the current selected object/element in the editor.
 



#3396 toxie

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Posted 05 November 2015 - 08:21 AM

note that

'disable dynamic friction case completely as still some balls were trying to crawl up a rubber'

has been eliminated by

'revert previous ball friction tweak (and make heuristic even less harsh)'

 

so please ignore that one..



#3397 ClarkKent

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Posted 06 November 2015 - 07:02 AM

With the latest version stutter returned. Same settings as before but now even in Tommy or JD the ball sometimes starts to stutter but it stops to stutter some seconds later but starts again later...



#3398 fuzzel

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Posted 06 November 2015 - 07:46 AM

Do you use AO? If so can you please test if the stutter goes away when you use "Use NVIDIA API" option?



#3399 hauntfreaks

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Posted 06 November 2015 - 08:14 AM

Do you use AO? If so can you please test if the stutter goes away when you use "Use NVIDIA API" option?

 

this doesnt seem to be in the video options 

 

post-73849-0-71397800-1446797595.png

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 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3400 fuzzel

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Posted 06 November 2015 - 08:15 AM

Ah my fault. This option has been renamed to "Alternate Depth Buffer processing"







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