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VP10 table testing - available right here!


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#981 freneticamnesic

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Posted 12 June 2015 - 05:33 PM

yea don't think I've updated the link since I did though :(



#982 Hyper

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Posted 12 June 2015 - 05:53 PM

That's ok  ;)

Limiting the texture size to 2048 solves my stutter in the beginning when starting the first kingpin game.



#983 hauntfreaks

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Posted 12 June 2015 - 07:30 PM

I'm not seeing any performance issues with the 4096x2048 res tables, but there is for sure a distinct difference in texture quality...4096x2048 PF images look crisp and clear on my setup, while 2048x1024 not so much, and the old school 1024x1024 tables, well they look horrible...

 

I've done many many many tests on this.... and what I've found is, if you load a "new" table from the editor (in VP9x or VPX), and you export the blueprint.... (*.BMP) then you open it in photo editing software (or look at the properties) the native resolution is, you guessed it 4096x2048... so that would mean it VP9x / VPX naturally use that resolution, and doesn't need to upscale or downscale the Image, and why it naturally looks the best...

 

in the past i did have a little shudder, I finally broke down and got a relatively good video card and now there is nothing in the VP world that i throw at it , that it can't handle.... so in conclusion trying to run very outdated systems with the modern tables and modern platforms is only going to give you grief and frustration in the end.    

 

so thats what I found, I come from over 20yrs in the graphic design world, where we had to have pin sharp images no if's and's or But's about it..... just get it done

 

"all the opinions above are solely the opinions of one poster and may not reflect the opinions of others" <back to ancient aliens>


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#984 markrock76

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Posted 12 June 2015 - 07:32 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?

 

 

GeForce GTX 750 Ti.  And was running VP with Max Pre-Rendered Frames set to 1.  I changed it to 0 (set to 1 in Graphics Card) and fps jumped 20-25 fps per table.  


Edited by markrock76, 12 June 2015 - 07:33 PM.


#985 ClarkKent

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Posted 12 June 2015 - 09:11 PM

Reducing texture resolution is only a good idea if it's optional. I'd rather buy a new graphics card than to lose quality...



#986 freneticamnesic

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Posted 12 June 2015 - 09:29 PM

Yea it's not ideal, because it's global too. That being said, if he saw increased performance limiting to 2048, that's strange because none of our textures should be greater than 2048. Makes me wonder if I threw in a larger image that's being the video hog. 



#987 toxie

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Posted 13 June 2015 - 05:04 AM

you could also enable the texture compression setting instead..



#988 freneticamnesic

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Posted 13 June 2015 - 05:16 AM

Lord no don't do that, it makes everything brownish orange



#989 ClarkKent

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Posted 13 June 2015 - 06:34 AM

I'm certain that future cabs will have 4k monitors in them so the textures should be highres. There are enough old tables with lowres textures and they look awful...



#990 Hyper

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Posted 13 June 2015 - 06:41 AM

I'm not seeing any performance issues with the 4096x2048 res tables, but there is for sure a distinct difference in texture quality...4096x2048 PF images look crisp and clear on my setup, while 2048x1024 not so much, and the old school 1024x1024 tables, well they look horrible...

 

I've done many many many tests on this.... and what I've found is, if you load a "new" table from the editor (in VP9x or VPX), and you export the blueprint.... (*.BMP) then you open it in photo editing software (or look at the properties) the native resolution is, you guessed it 4096x2048... so that would mean it VP9x / VPX naturally use that resolution, and doesn't need to upscale or downscale the Image, and why it naturally looks the best...

 

in the past i did have a little shudder, I finally broke down and got a relatively good video card and now there is nothing in the VP world that i throw at it , that it can't handle.... so in conclusion trying to run very outdated systems with the modern tables and modern platforms is only going to give you grief and frustration in the end.    

 

so thats what I found, I come from over 20yrs in the graphic design world, where we had to have pin sharp images no if's and's or But's about it..... just get it done

 

"all the opinions above are solely the opinions of one poster and may not reflect the opinions of others" <back to ancient aliens>

 

I don't think I've got a outdated system: I7-2600K @3.40 Ghz 3.70 Ghz, 8Gb ram, GTX 560.

 

When I start the FIRST kingpin game and shoot the ball thru the plunger lane, when it comes on top and has to go thru 1 of the 3 "kid lanes" the screen more or less freezes when it goes to 1 of the 3 lanes to the bumpers. It still freeses/stutters at the bumpers but after a few seconds it's over and not coming back. I've got a fps of 60 the whole time. That doesn't change when I set max texture to 2048 instead of unlimited.



#991 hauntfreaks

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Posted 13 June 2015 - 07:33 AM

 

I'm not seeing any performance issues with the 4096x2048 res tables, but there is for sure a distinct difference in texture quality...4096x2048 PF images look crisp and clear on my setup, while 2048x1024 not so much, and the old school 1024x1024 tables, well they look horrible...

 

I've done many many many tests on this.... and what I've found is, if you load a "new" table from the editor (in VP9x or VPX), and you export the blueprint.... (*.BMP) then you open it in photo editing software (or look at the properties) the native resolution is, you guessed it 4096x2048... so that would mean it VP9x / VPX naturally use that resolution, and doesn't need to upscale or downscale the Image, and why it naturally looks the best...

 

in the past i did have a little shudder, I finally broke down and got a relatively good video card and now there is nothing in the VP world that i throw at it , that it can't handle.... so in conclusion trying to run very outdated systems with the modern tables and modern platforms is only going to give you grief and frustration in the end.    

 

so thats what I found, I come from over 20yrs in the graphic design world, where we had to have pin sharp images no if's and's or But's about it..... just get it done

 

"all the opinions above are solely the opinions of one poster and may not reflect the opinions of others" <back to ancient aliens>

 

I don't think I've got a outdated system: I7-2600K @3.40 Ghz 3.70 Ghz, 8Gb ram, GTX 560.

 

When I start the FIRST kingpin game and shoot the ball thru the plunger lane, when it comes on top and has to go thru 1 of the 3 "kid lanes" the screen more or less freezes when it goes to 1 of the 3 lanes to the bumpers. It still freeses/stutters at the bumpers but after a few seconds it's over and not coming back. I've got a fps of 60 the whole time. That doesn't change when I set max texture to 2048 instead of unlimited.

 

 

well you're right, you have a good specs (I run about the same setup).... so that odd its happening.... i'm use using a 760 (4bg) card, I dont know if that what helping me 
has this happened with all versions of Kingpin?


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#992 Hyper

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Posted 13 June 2015 - 07:46 AM

I can't remember if I played different versions. The 1 I play now is   KingpinRC1_6-6-15-b


I did a short test with  KingpinRC1_6-3-15-a and KingpinRC1_6-6-15-1. With both tables I got the same problem.



#993 freneticamnesic

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Posted 13 June 2015 - 08:26 AM

 

I'm not seeing any performance issues with the 4096x2048 res tables, but there is for sure a distinct difference in texture quality...4096x2048 PF images look crisp and clear on my setup, while 2048x1024 not so much, and the old school 1024x1024 tables, well they look horrible...

 

I've done many many many tests on this.... and what I've found is, if you load a "new" table from the editor (in VP9x or VPX), and you export the blueprint.... (*.BMP) then you open it in photo editing software (or look at the properties) the native resolution is, you guessed it 4096x2048... so that would mean it VP9x / VPX naturally use that resolution, and doesn't need to upscale or downscale the Image, and why it naturally looks the best...

 

in the past i did have a little shudder, I finally broke down and got a relatively good video card and now there is nothing in the VP world that i throw at it , that it can't handle.... so in conclusion trying to run very outdated systems with the modern tables and modern platforms is only going to give you grief and frustration in the end.    

 

so thats what I found, I come from over 20yrs in the graphic design world, where we had to have pin sharp images no if's and's or But's about it..... just get it done

 

"all the opinions above are solely the opinions of one poster and may not reflect the opinions of others" <back to ancient aliens>

 

I don't think I've got a outdated system: I7-2600K @3.40 Ghz 3.70 Ghz, 8Gb ram, GTX 560.

 

When I start the FIRST kingpin game and shoot the ball thru the plunger lane, when it comes on top and has to go thru 1 of the 3 "kid lanes" the screen more or less freezes when it goes to 1 of the 3 lanes to the bumpers. It still freeses/stutters at the bumpers but after a few seconds it's over and not coming back. I've got a fps of 60 the whole time. That doesn't change when I set max texture to 2048 instead of unlimited.

 

 

The stutter at the top is the texture swapping on all the ramps (to get a good flasher effect) and once it swaps once, it's loaded in memory and you shouldn't see stutter again. This is one thing that will be in the next release, an option to turn that stuff off for lower end hardware. To be honest I get a slight sutter with my 650 gtx PC but I do not get the stutter with my 650 GTX SLI setup in my cab. I generally build tables first how I want to play them, and try to help out with stutter and poor performance issues as they come up. In this case the table has a lot to still be added so I didn't prioritize performance gains just yet but rest assured I'll get you a release you can play! Things like that are not hard to implement at all.



#994 Hyper

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Posted 13 June 2015 - 08:31 AM

When is the next release?



#995 freneticamnesic

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Posted 13 June 2015 - 08:37 AM

Tomorrow, maybe Sunday, maybe Monday....... no idea lots to update and little time to do it. If you want a quick fix for the stutter related to image swapping, open the script and comment all the lines that start with "fadeprim" followed by a 3 digit number, there should be 10 of them I think? or maybe I'll do an update now since you just made me open the table :) gimme 20 minutes and i'll post a new link...


did you turn off lampshader in the script by the way?



#996 Hyper

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Posted 13 June 2015 - 08:49 AM

I did also try that, but it didn't work.


Comment all the fadeprim lines did the trick. No more stutter.

I do still keep an average of 60 FPS.

 

Thanks.


Edited by Hyper, 13 June 2015 - 08:50 AM.


#997 freneticamnesic

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Posted 13 June 2015 - 08:53 AM

ok uploading 6-13-15-b now, doesn't have all the changes yet but should get you going. at the top of the script set "highperformance" to 0 and you shouldn't get that stutter anymore

let me know how it goes :)

if you set that and lampshader to 0 on this build you should see much greater performance


link is here again

 

this version has ClarkKents PF touchup, which has new light inserts and text, and some color correction

he also pointed out I failed to script the left "you're covered" light on the outlane, which is now fixed

also added in a couple more light reflections/texture swaps from dark

 

to do:

power flippers still

improved lamp shading script....

that's just me being lazy :)


Edited by freneticamnesic, 13 June 2015 - 09:03 AM.


#998 ClarkKent

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Posted 13 June 2015 - 09:03 AM

What does the new option highperformance do?

#999 freneticamnesic

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Posted 13 June 2015 - 09:05 AM

highperformance = 1 is default, which is as it was before 

if you set it to 0, it turns off the primitive texture swapping used for reflections, this causes stutter on the initial load of the textures on some hardware... small issue but can be annoying, once it changes once it never needs to again so it's up to each of you to decide which you'd prefer



#1000 Hyper

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Posted 13 June 2015 - 09:21 AM

ok uploading 6-13-15-b now, doesn't have all the changes yet but should get you going. at the top of the script set "highperformance" to 0 and you shouldn't get that stutter anymore

let me know how it goes :)

if you set that and lampshader to 0 on this build you should see much greater performance


link is here again

 

this version has ClarkKents PF touchup, which has new light inserts and text, and some color correction

he also pointed out I failed to script the left "you're covered" light on the outlane, which is now fixed

also added in a couple more light reflections/texture swaps from dark

 

to do:

power flippers still

improved lamp shading script....

that's just me being lazy :)

 

Highperformance set to 0 ---> no more stutter, but at 1 point when the red top light goes on and a lot of stuff is going on, framerates drops to 45.

When highperformance and lampshader set to 0, no more stutter and no frame drops.

 

Thanks Fren.


Edited by Hyper, 13 June 2015 - 09:33 AM.