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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread


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#461 unclewilly

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Posted 31 January 2014 - 05:19 PM

That's possible but even with all the textures reduced there is no Fps gain. Even if I remove all the alphas I only gain 2 or 3 fps.

It has to be something else

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#462 teppotee

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Posted 31 January 2014 - 06:11 PM

I posted this already to the MB thread but I think the results are quite interesting and could be relevant so I'm posting it here as well:

 

While testing the PC killer version of MB I had some interesting results between XP and Win 7. In the attached chart you can see the GPU usage for both OS versions.

For XP the usage is very high and everything runs super smooth. For Win 7 the usage mostly remains around 15% and ball stutters badly. Running i5 & GTX580 with latest Nvidia beta drivers (under win7).

 

So to me it looks like when using Win7 -> GPU is not fully utilized with VP. Probably something to do with the old dx7. 

Attached Files



#463 fuzzel

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Posted 31 January 2014 - 06:22 PM

I hadn't the time to deeply check your MB release. Just some thoughts what can slow down a table: try to reduce the poly count on dynamic primitives as much as possible until the meshes look too blocky. The details come from the texture not from the mesh itself. I would even reeduce the poly count on the pckiller version too. Check the flashers do you use the triggerSingleUpdate function? On my cab the alpha ramps are faster with teiggerSingleUpdate than with the old refresh light trick. Try to reduce the texture size the maximum size DX7 supports is 4096x4096 but I would avoid these big sizes if it's not necessary. Overall the legacy DX7 mode of graphic card drivers vary a lot and no one can really tell what the driver does when playing a DX7 game.

#464 Les73gTx

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Posted 31 January 2014 - 06:57 PM

So the F11 counter says graphics memory used ... on MB PCkiller cabinet with my settings I notice that the game starts out at only 140ish mb used and then climbs as things on the table are used or triggered but it seems to max out at 380ish mb. Why is it not using more of my 2gig of graphics memory? I use MB as an example but other tables behave the same way but just use a little less memory. Also notice that the biggest jump in memory usage comes after you finish a game and everything lights up including the BG and Led's and such.

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#465 maxfx4u

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Posted 02 February 2014 - 04:09 AM

Something I would love to see in a future update would be the option to save Vsync settings on a per table basis. I have some tables

that run super smooth with it on, and others that play like rubish. Since Vsync setting are global, there's no way to manage this besides

opening the editor. 



#466 imagamejunky

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Posted 02 February 2014 - 06:28 AM

Something I would love to see in a future update would be the option to save Vsync settings on a per table basis. I have some tables

that run super smooth with it on, and others that play like rubish. Since Vsync setting are global, there's no way to manage this besides

opening the editor. 

Open up a table. Press the options tab on the left side. Adaptive Vsync is one of the options on the right side for that table. 0 = off, 1 = on, -1 = default settings for VP

 

I learned this recently myself.

 

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#467 maxfx4u

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Posted 02 February 2014 - 09:32 AM

Thanks for the response, Yes I know were the Vsync is located in the editor. what I ment was I would like to be able to save Vsync settings

for each individual table. one table with it on, one table with it off, without having to go into the editor everytime.



#468 koadic

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Posted 02 February 2014 - 09:45 AM

If you do this in the table options (not the global video preferences), it will save the vsync setting for that specific table provided you resave the file after you make the adjustment.

#469 maxfx4u

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Posted 02 February 2014 - 10:54 AM

hmm, I dont see Vsync under table options, only video options under prefrences. I am using 9.2.1 rev800



#470 Argo

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Posted 02 February 2014 - 11:22 AM

guys, with the new nvidia drivers 334.67 hardware FXAA finally works in Windows 7! :otvclap:


However, it seems there are still some problems, tables won't work properly.


Edited by Argo, 02 February 2014 - 11:23 AM.


#471 talon

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Posted 02 February 2014 - 11:53 AM

hmm, I dont see Vsync under table options, only video options under prefrences. I am using 9.2.1 rev800

 

 

load the table .  Left hand panel click the options button.

the table option appear down the right hand side.

 

Attached File  mb.jpg   106.45KB   10 downloads



#472 Pin-Pete

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Posted 02 February 2014 - 11:54 AM

Couple of notifications.

1. Road Kings:Arrow light seem to have a frame,when lit

2.Paragon:Score displays go through rails.


Edited by Pin-Pete, 02 February 2014 - 11:55 AM.

Greetings:Petri


#473 maxfx4u

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Posted 02 February 2014 - 12:21 PM

Yup for me it's not there. I'm using 9.2.1 rev800

 

vsync1111_t.jpg



#474 lizard

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Posted 02 February 2014 - 12:38 PM

You will need one of the latest revisions its at rev906 now I think.


Edited by lizard, 02 February 2014 - 12:39 PM.


#475 unclewilly

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Posted 02 February 2014 - 12:44 PM

Hadn't had a chance to try it. My yoga 2 pro ultrabook/tablet came ani tried out the touch controls.

It's really awesome to play vp tables in the tablet mode fs with touch controls.

I'm going to make a transparent overlay to add to tables to show button locations.

Now I have vp everywhere I go
Thank you

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#476 maxfx4u

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Posted 02 February 2014 - 12:47 PM

ahhh, that explains it. I thought I was going crazy. lol



#477 marco helmink

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Posted 02 February 2014 - 02:50 PM

with rev. 906 the new monster bash not loading.

i have win xp



#478 fuzzel

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Posted 02 February 2014 - 02:55 PM

rev906 loads it but it take much more time. the memory consumption is much higher with the latest revisions because VP supports collision for mesh primitives now and if you start a table the collision parameters must be calculated. MB uses really a lot of primitives therefore it takes longer to load just be patient...

#479 marco helmink

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Posted 02 February 2014 - 02:57 PM

i have also rev 849. 

And here it work fine??


No my window get's white and then in crashes?


Edited by marco helmink, 02 February 2014 - 02:58 PM.


#480 fuzzel

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Posted 02 February 2014 - 04:00 PM

Anyway I'm going to add another option to the primitives not to use collision at all.