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The VP 9.2.1 Alpha/Beta Bugs & Feedback thread
Started By
fuzzel
, Dec 19 2013 10:12 PM
666 replies to this topic
#461
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
It has to be something else
"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
#462
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
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
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.
Sent from my SAMSUNG-SGH-I747 using Tapatalk
Sent from my SAMSUNG-SGH-I747 using Tapatalk
#465
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
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.
Junky
#467
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
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.
#475
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
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
"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
#478
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...



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