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VP10 table testing - available right here!


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#961 BigBoss

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Posted 08 June 2015 - 09:23 PM


 

 
 
setting it to 0 actually lets the driver do whatever it think is best (including the stuff you can set in the gfx control panel of course).
1 is usually not recommended because it will interfere too much with internal driver pipeline optimizations (which means that you reduce the amount of buffered frames, but each of the frames will take longer, so overall more lag), so usually 2 or 3 works best

If your gpu is fast enough then you can maintain fast enough frame rate at 1. A $125 750ti is fast enough and I consider that minimum requirement anyway. The setting of 2 allows a frame to be buffered before drawn and may increase over all frame rate. But at 60fps vsync, this adds a 16.6 ms lag in every flip. In a pinball game I consider this unplayable. A setting of 3 adds 33 ms of lag and is extremely noticeable by an average person. Setting max prerendered frames to 1 is the most important setting in a pinball cabinet, in my opinion - across all simulations not just vp.
 
 
BigBoss... the "Setting max prerendered frames to 1" should that setting be in both the driver and in VP?

I personally override this in the nvidea control panel globally for all apps in my pinball cabinet. On a desktop you may need to do it per app or inside the app. I'm not sure if there's anything an app can do to undo the driver level override in control panel or not.

There's a ok discussion on this here. http://steamcommunit...27315349070543/

#962 hauntfreaks

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Posted 08 June 2015 - 09:56 PM

thanks for the info and the link


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#963 cyberpez

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Posted 09 June 2015 - 02:06 AM

Thanks hauntfreaks,  That's similar to what it had been doing before.  I adjusted kickers to the setting you had.  I also lowered the friction on the flippers.  Seems to be playing a bit better.  I changed the capture hole on the left to the new style.  Seems to be working now with the latest VP version.  Should be able to get the table from the same link as before.



#964 ClarkKent

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Posted 09 June 2015 - 06:06 AM

I like your VPX table Black Hole very much! This is a great port to VPX! :) I only have the same troubles with it as with many other VPX ports - the ball sometimes behaves strange on the flippers. Sometimes it increases speed when rolling down the inlane and reaching the flippers, sometimes it begins to bounce without a movement of the flippers, sometimes the ball suddenly stops when reaching the flippers in upwards position. I never saw such behavior with PM5. Maybe it has something to do with friction or other settings. A friend who is building a new table at the moment told me that he got much better and realistic results when using a playfield friction of 0,3 to 1,0 with flipper strength 5000 or more and higher elasticity. I'm waiting for more test results from him.

 

Is it normal that it's THAT hard to aim with the flippers on the second playfield in Black Hole? I would like to aim at the blinking arrows at the left and right but it's almost impossible to willingly hit them.



#965 toxie

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Posted 09 June 2015 - 09:50 AM

 

 
 
setting it to 0 actually lets the driver do whatever it think is best (including the stuff you can set in the gfx control panel of course).
1 is usually not recommended because it will interfere too much with internal driver pipeline optimizations (which means that you reduce the amount of buffered frames, but each of the frames will take longer, so overall more lag), so usually 2 or 3 works best

If your gpu is fast enough then you can maintain fast enough frame rate at 1. A $125 750ti is fast enough and I consider that minimum requirement anyway. The setting of 2 allows a frame to be buffered before drawn and may increase over all frame rate. But at 60fps vsync, this adds a 16.6 ms lag in every flip. In a pinball game I consider this unplayable. A setting of 3 adds 33 ms of lag and is extremely noticeable by an average person. Setting max prerendered frames to 1 is the most important setting in a pinball cabinet, in my opinion - across all simulations not just vp.

 

 

Okay, maybe there was a misunderstanding here.. I wouldn't recommend setting prerendered frames to 1 -within VP-, as there we just use code that -assumes- to have the prerendered frames then behave like the setting, without introducing other sideeffects. But only the driver itself can steer whats actually really happening, so in practice 1 is bad in VP (at least from my NVIDIA experiments).

 

Setting it in the control panel is a totally different story, which is also what i use on my cab (in combination with the VP setting set to 0). On my laptop though i prefer the default of the driver and 2 in VP9 and 0 in VP10.



#966 Slydog43

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Posted 09 June 2015 - 02:37 PM

Really loving Kingpin Beta.  I have noticed something strange though.  If I hit F11 to turn on ball spin dots/ FPS etc, I notice that the lower ball in the captive ball area always spins.  The upper one is fine.  Not sure but I don't think this should be happening. 

 

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#967 ClarkKent

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Posted 09 June 2015 - 02:48 PM

Did you set prerendered frames to 0 in the NV CP

#968 Slydog43

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Posted 09 June 2015 - 02:58 PM

I have VP set to 0 preRendered Frames and NVidia control panel set to 1 (I have use 3d settings, 1,2,3,4)  no zero in my setup.



#969 ClarkKent

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Posted 09 June 2015 - 03:30 PM

Thanks hauntfreaks,  That's similar to what it had been doing before.  I adjusted kickers to the setting you had.  I also lowered the friction on the flippers.  Seems to be playing a bit better.  I changed the capture hole on the left to the new style.  Seems to be working now with the latest VP version.  Should be able to get the table from the same link as before.


The new version is even better - Black Hole is my new favorite! :) The ball behaves better on the flippers now. But I also experienced a funny thing: the ball rolled on the lower border of the metal frame of the mini playfield from the right to the left and fell on the left flipper - I wonder if this could happen on the real machine, too!? ;)

Edited by ClarkKent, 09 June 2015 - 03:32 PM.


#970 cyberpez

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Posted 09 June 2015 - 03:54 PM

 

Thanks hauntfreaks,  That's similar to what it had been doing before.  I adjusted kickers to the setting you had.  I also lowered the friction on the flippers.  Seems to be playing a bit better.  I changed the capture hole on the left to the new style.  Seems to be working now with the latest VP version.  Should be able to get the table from the same link as before.


The new version is even better - Black Hole is my new favorite! :) The ball behaves better on the flippers now. But I also experienced a funny thing: the ball rolled on the lower border of the metal frame of the mini playfield from the right to the left and fell on the left flipper - I wonder if this could happen on the real machine, too!? ;)

 

 

Thanks ClarkKent, glad you are liking it better. :-)  I don't think the flipper/physics are perfect yet but better with this version.  

 

According to a papa video on youtube thats called moonwalking.  So it does happen on the real table...  check it out around the 3 min mark..  :-)

 



#971 toxie

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Posted 09 June 2015 - 04:01 PM

how awesome is that.. :)



#972 ClarkKent

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Posted 09 June 2015 - 04:25 PM

W-O-W! That's what I call an accurate simulation! :) And the kicker on the left side also behaves ultra-realistic! :) Thanx for this gem!! :)
One small bug: when I turn on the captive ball light, I get an error in line 632

#973 cyberpez

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Posted 09 June 2015 - 06:05 PM

W-O-W! That's what I call an accurate simulation! :) And the kicker on the left side also behaves ultra-realistic! :) Thanx for this gem!! :)
One small bug: when I turn on the captive ball light, I get an error in line 632

 

Thanks guys!!

 

Yeah I've not had a chance to go through all the extra stuff at the top of the script...  I assume most all of it won't work.  I'll get to it soon though.



#974 Toxy

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Posted 09 June 2015 - 10:34 PM

Thank you cyberpez for this absolute gem of a game.

 

It seems that day after day VP10 and the games being developed for it reach new heights, and I continue to be astounded at the wonderful work that this community churns out.

 

Keep it up chums, you are making an old man very happy.



#975 freneticamnesic

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Posted 11 June 2015 - 04:29 AM

Got to a sharing point with Fast Draw

this of course is a re-done version of my PM5 table, which is a rebuild of loserman's Fast Draw - all script is his! 

he also made the b2s

dof by arngrim, carried over from vp9 build

 

it still has a lot of little things left, the light inserts (which I never finished for the VP9 table!!!) - bumper rings, some clean up on gameplay

I get really poor performance here, I'm not sure how - it's worse than any other table I've played in VPX

 

here's the link - table will be updated at this same link as I work on it

 

zTWHeug.jpg


and resources from popotte's FP table of course!



#976 hauntfreaks

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Posted 12 June 2015 - 06:08 AM

another great creation Fren... plays and looks beautiful!!... dont mind my horrific playing skills... but check out more great swirl action!!

 


Edited by hauntfreaks, 12 June 2015 - 06:51 AM.

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#977 Hyper

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Posted 12 June 2015 - 10:30 AM

 

W-O-W! That's what I call an accurate simulation! :) And the kicker on the left side also behaves ultra-realistic! :) Thanx for this gem!! :)
One small bug: when I turn on the captive ball light, I get an error in line 632

 

Thanks guys!!

 

Yeah I've not had a chance to go through all the extra stuff at the top of the script...  I assume most all of it won't work.  I'll get to it soon though.

 

Thanks for this VP10 beta table, but I think there's something wrong with the left drain post. The ball goes thru it.


Edited by Hyper, 12 June 2015 - 03:10 PM.


#978 Hyper

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Posted 12 June 2015 - 04:34 PM

Just played new Kingpin beta with backglass running with average of 175 fps.  Never dropped below 155-160.  Game was about 20 mins.  4 Billion.  Great game.  Wish my physmod tables played this well.  They consistently drop fps after about 10 mins of play to below 100.  Usually 75-85 fps with them.  Loving VPX performance and lighting.  Makes me extremely excited for future of VP

 

Oh yeah, I never noticed any stutter with Kingpin

 

What kind of videocard do you have?



#979 freneticamnesic

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Posted 12 June 2015 - 04:58 PM

It might be worthwhile to try limiting texture size to 1024? we're using high res textures...this is really a high resolution game so it's no surprise it could be a performance sucker for some. I am trying to get time at some point to update it with a few more script options for performance. Things like turning off texture swapping...I still need to improve the lamp shader script as well, I think I can get that to a point where it doesn't slow down anyone's system and we can remove the lampshader = 0 option from the script altogether. Sounds like physics are good except for the left to right loop return inconsistency which I intend to take a look at. I am also implementing ClarkKent's playfield with correct fonts and new light inserts, going to improve kicker accuracy for the new vpx betas, various other things....  


and of course power flippers....sometime :) 



#980 Hyper

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Posted 12 June 2015 - 05:31 PM

still working on the ball stuck issue, i moved the rubber behind the ramp back a ways but it still got stuck. distracted by hockey right now

 

Did you find a solution for the ball stuck issue?