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VP9.1.6 Alpha/Beta Bugs & Feedback
Started By
toxie
, Apr 07 2013 06:00 AM
1394 replies to this topic
#441
Posted 25 July 2013 - 04:11 PM
Will check it out tonight. Tjs is fuzzel
"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
#442
Posted 25 July 2013 - 06:23 PM
Time for some speed improvements...please try out rev 624. I changed the way alpha ramps are rendered. If you set left/right wall visible to 0 on alpha ramps the sides won't be rendered.
I tried some alpha flasher intensive tables (LW3, NBA...) and I got 20-150fps more than with rev 622
of course this depends how many alpha ramps without visible walls are used.
Ooh, performance improvements? Count me in - as soon as the compiled version's up on the Dropbox, that is. I've had some massive hernias with alpha flashers in the past, so any improvement on that front is excellent.
EDIT: Just gave 626 a spin - the previously minor annoying lag in TOM with the flashers that could occasionally jack my aim is now downgraded to noticable, but not making any impact on my playing. Good work.
Edited by TheMcD, 25 July 2013 - 07:54 PM.
VPF's resident pinball music fanatic.
The McD's Pinball Music Emporium: YouTube /// MediaFire (old tracks) /// Mega (new tracks)
#444
Posted 27 July 2013 - 01:07 AM
Wow! Rev 626 has given me some great increases.
Godzilla: Rev 622 - Avg: 125
Rev 626 - Avg: 215
Monopoly: Rev 622 - Avg: 191
Rev 626 - Avg: 396
LW3: Rev 622 - Avg: 560
Rev 626 - Avg: 1033
Godzilla had a little lag still but the other 2 played smoothly. My settings are below:
Rev 626 Settings.png 172.29KB
14 downloads
Rudy
#445
Posted 27 July 2013 - 04:10 AM
wow i am impressed my main test table is Checkpoint it has always been the toughest on the system getting 130fps before and I was happy with that but it still gave a slight lag now and then.. Now it runs over 270fps
Monopoly now runs over 4000fps lol thats crazy! so super smooth! Thank you ![]()
m.png 1.5MB
12 downloads
Edited by LoadedWeapon, 27 July 2013 - 04:20 AM.
#447
Posted 27 July 2013 - 04:07 PM
WOW, no matter what I did I could not get the new Playboy table to run on my system even if I set everything to bare minimums. With 626 the table works and plays great with my normal settings @ 91fps
Checkpoint, that was barely playable at an average 30fps is now 70fps and quite playable!
NBA went from 126fps to 136fps
LW3 145 to 205fps
Godzilla 36 to 65fps
I don't have Monopoly, at least not one that looks like that, but I would sure like to find the cuby hole it's hid in! ![]()
Super awesome update guys!!!!!
#449
Posted 27 July 2013 - 04:19 PM
Jump on the bandwagon here and just mention that this 626 is very good. I mentioned in a thread about going around the orbit on "Gronis" shadow and how it was stuttering & making the shadow loop to hard to hit. Which has long gone! Cheers
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#450
Posted 28 July 2013 - 10:34 AM
Each version is performing better and better! Just noticed with the most recent version however that it will crash after a table is played and a change to the script is made and trying to play the table again. I Have to close the program and reload the table, make changes,save table,close VP then reload and all is well. If a table is played then closed and another table is loaded without closing VP it will crash.
Do know if this helps ?you all are doing great work and thank you.
#451
Posted 28 July 2013 - 02:18 PM
Performance improvements are always no. 1 on my list. This version is very fast indeed. Some tables that were not playable are now playable for me (e.g. Rollercoaster Tycoon) and some that were playable but not really enjoyable are now playing very nice (e.g. LW3, Banzai Run).
Nice job Fuzzel. Thanks!
#452
Posted 29 July 2013 - 05:04 AM
We noticed a small bug on our Safe Cracker build.
We found that on rev 621 the red plastics image lines up great but on the 626 build it moves the entire image. Looks like its deleting or hiding a wall. Anyone see this before?
Example 621:

Example 626:
We found that on rev 621 the red plastics image lines up great but on the 626 build it moves the entire image. Looks like its deleting or hiding a wall. Anyone see this before?
Example 621:

Example 626:
Edited by oldskoolgamer, 29 July 2013 - 05:29 AM.
#455
Posted 29 July 2013 - 06:52 AM
the optimization in 626 is that I don't render the side walls of alpha ramps if the wall height (left/right wall visible in the options) is 0.
I can't reproduce this problem, do you change the options for this ramp within the script?
If those ramps have a side wall height of 0 try to set the height to 0.1 or 0.01 this shouldn't be
visible and should solve the problem.
I can't reproduce this problem, do you change the options for this ramp within the script?
If those ramps have a side wall height of 0 try to set the height to 0.1 or 0.01 this shouldn't be
visible and should solve the problem.
Edited by fuzzel, 29 July 2013 - 10:19 AM.
#457
Posted 29 July 2013 - 02:26 PM
I've been testing safecracker and I've found the issue fuzzel.
what is happening is, in those 2 small sections on the table a very small ramp is used to make the side wall. it only has one ramp wall set at 50, the other is set at 0.
If you set both walls to 50 the wall is rendered. if one of the ramp walls is set to 0 neither of the walls gets rendered.
this will create some issues on some tables where only one of the ramp walls has a visible height.
hope that helps
We noticed a small bug on our Safe Cracker build.
We found that on rev 621 the red plastics image lines up great but on the 626 build it moves the entire image. Looks like its deleting or hiding a wall. Anyone see this before?
Example 621:
Example 626:
"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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