And don't forget to adjust lighting, here's settings I'm using
And make sure the "Leave At Black" is ACTUAL 0,0,0 black........by default when you import a table it's like a dark grey, messes everything up
Setting the Light Range this low, you actually disable the two light sources above the table completely.
Try to always have contribution from both the two lights and the environment. You can test this by pulling down the emission for the environment to 0. In your example you get black then. (the two lights above give some nice punch to materials IMHO, so they should always have a noticable contribution)
I use ramps for playfield images so I can swap the image during GI events
With 2 of these (one for light text overlay, and one for the pf) it drops a current wip from 53 fps (pretty unacceptable) to 35fps (really unacceptable)
GTX 650Ti, Intel i7
Yup, the issue here is that you'll get quite some overhead from this as the whole playfield will be shaded again and again, whereas the 'normal' playfield is rendered statically in the beginning, and then never again.
EDIT: the same slowdown should happen with walls, btw (maybe not that drastically, but almost). what about using flashers or bulb(!)lights to brighten/darken the existing playfield (with modulate = 1 or close to that)? This should be faster. So just insert the playfield (as normal) at 'neutral' brightness, then apply one quad of a flasher or light as a basic GI lighting 'tweak'.
EDIT2: as a rule of thumb: everything that has a real material on it will take a while to render, whereas elements like the flashers and bulb(!)lights will be faster, as they only modify existing materials.
This has vastly improved the way vp10 looks.........guh... it just went from good to great!




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