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Monster Bash FS PcKiller dition [VP 9.x Cabinet FS]
Started By
unclewilly
, Jan 29 2014 09:44 PM
357 replies to this topic
#144
Posted 05 February 2014 - 12:47 AM
I'm still getting some minor ball stutter on the newest 2.1 version. F11 FPS won't climb higher than 50 with my current settings. Vsync enabled "1" doesn't help with the ball either.
It's definitely playable and I LOVE it, but it's frustrating. My system should handle this no problem.
Win 8 64bit, i5 3570k OCed, 16Gb ram, Gtx 670, 332.21 Nvidia Drivers, VP 9.2.1 v908, DB2S, DOF, Ledwiz.
Thanks again UW
Junky
#145
Posted 05 February 2014 - 01:03 AM
When this table was first released I couldn't play it because of a texture offscreen surface error. I tried several different things from reading posts here but still no luck. Then along came VP revision 908. After updating to this revision the table loaded up and I saw UW and Randr's amazing work! I still had some studder but it was playable. I was getting about 160fps in game with f11 ..with a low being in the 140's and a high of about 182 or so. I noticed in the table options RO and RU are using global options as default(-1) and so is the adaptive vsync -1, so I decided to try 1 for the vsync and I have no more studder at all ..my fps in game when down to around 60fps but its perfect now. This table is just amazing! Thank you very much UW for this recreation, also Randr for these beautiful 3D models ![]()
Edited by Fulltilt, 05 February 2014 - 03:05 AM.
42" VirtuaPin Cab
| AMD FX8150 CPU | ASUS Crosshair Formula IV Motherboard | 8gig Crucial Ballistix DDR3 1600 | EVGA Geforce GTX 1070 |
| 42" Commercial Grade 1080p LCD Playfield Monitor | Corsair RM750 PSU | Flipper Fidelity 2.1 Sound System |
| AOC LED 27" Monitor(Backglass) | Samsung 128gig SSD - Win7 |
#146
Posted 05 February 2014 - 02:57 AM
The 1.9 "DownDate" seems perfectly smooth on my system. 2.1 is still a bit choppy.
I noticed this system (i3 4340/GTX 650ti/Win7 x64) has DDR3-1333 memory, and only one stick of it. I'll try popping in a second from a different machine to get dual channel mode activated, and see what impact it has on framerates.
*Edit* not much difference from dual channel mode. 1.9 is good enough for me anyway, thanks for all the work on this UW!
Edited by DJRobX, 05 February 2014 - 03:32 AM.
#148
Posted 05 February 2014 - 03:42 AM
Guys, if this is legacy driver support issue, this will all be resolved with what now appears to be sooner rather than later VP with directx 9 support. Seriously, people need to look in that thread and drool!
Oh, trust me, I'm drooling. I also agree, DX9 will eventually result in a massive leap in performance. With such a major re-working, the devil is always in the details. Just because you see a nice looking screenie (and boy, is that last one pretty!!), don't assume that means a release is eminent.
In the meantime, I'm just trying to figure out why my system is underperforming for this table, that is working fine for others, with lesser hardware.
#149
Posted 05 February 2014 - 07:56 AM
zomg vp with directx 9 support can't wait!
#150
Posted 05 February 2014 - 10:54 AM
Is it my hardware/OS (Win7 x64, i5 3570K 3,4Ghz, 8GB DDR3 1600Mhz, GTX660ti 2GB Playfield & GT640 2GB for Backglass) or my settings (Vsync etc) or...
I'm using latest Nvidia beta, latest daily VPinball and tried all the versions now...1.9 2.0 2.1 LP PCkiller but all tables...I don't know...looks very nice with those Primitives but ball isn't moving
like my old Monster Bash table Monster Bash.VP9.V1.1.uw.FS.LowRes. Think I'll have to wait for a 2.2 or 1.8 update or maybe a Night Mod from AJ.....
#151
Posted 06 February 2014 - 03:08 AM
I am running the 908 release of VP and have the following hardware:
Core i7-2600K (3.4Ghz overclocked to 4.2GHZ)
EVGA GTX 660 2GB Overclocked edition (playfield)
nVidia GTX 560 Ti 1GB (backglass and DMD)
Windows 7 32-bit
4GB DDR 3 Corsair RAM
With other tables and I am getting 500-700 FPS (or even greater) with smooth ball movement. Monster Bash 2.1 will not go over 50 FPS and I do get ball stutter. The LP version of this table gives me roughly 75 FPS but also with ball stutter. I tried the adaptive vsync suggestion for the table in using the Options feature in Vpinball, but this did not seem to have any effect.
With this hardware I shouldn't have this much ball stutter. Am I missing any other settings?
Absolutely brilliant work on this table. I don't want any of my post to be interpreted as complaining as I am completely in awe of the work done! :-)
#152
Posted 06 February 2014 - 04:31 AM
testing some more, I do seem to get better flipper response with vsync set to 60 instead of 1 but it could be my imagination.
Something weird here, I went into the DMD test menus and when I activated the DRAC toy, after moving a bit, I get "drac. pos. 5 SW. is broken" and he seems to be stuck there. I am sure I can just delete the nvram and all is good, but just wanted to post about this in case its a script issue.
What a game though, so well done.
#153
Posted 07 February 2014 - 06:27 PM
I'm late to the game with this one and only got the chance to run the table yesterday for the first time. Brilliant work. No problems on my hardware (AMD Phenom II 965, GTX 560, two-screen cabinet, WinXP 32-bit with old 270.61 driver). I'm getting 215 FPS with 9.2.1 rev.849 but using the latest 908 revision, I'm losing about 15-20 FPS. Still works well with 908. Sometimes if I really watch for it, I can see some micro-stutter, but using vsync on auto completely smoothes gameplay.
What is really interesting though: I get a little better FPS (about 10 more or so) using the 2.0 version, before the optimized textures and simplifications (2.1). Go figure... VP is a strange animal indeed.
#154
Posted 07 February 2014 - 06:29 PM
I'm late to the game with this one and only got the chance to run the table yesterday for the first time. Brilliant work. No problems on my hardware (AMD Phenom II 965, GTX 560, two-screen cabinet, WinXP 32-bit with old 270.61 driver). I'm getting 215 FPS with 9.2.1 rev.849 but using the latest 908 revision, I'm losing about 15-20 FPS. Still works well with 908. Sometimes if I really watch for it, I can see some micro-stutter, but using vsync on auto completely smoothes gameplay.
What is really interesting though: I get a little better FPS (about 10 more or so) using the 2.0 version, before the optimized textures and simplifications (2.1). Go figure... VP is a strange animal indeed.
Same situation here..
#155
Posted 08 February 2014 - 03:52 AM
this was working fine for me b4 but now it's even better with 908! upgrade to win7 64x you'll thank yourself later
Edited by DreamTrap, 08 February 2014 - 03:53 AM.
#156
Posted 08 February 2014 - 04:24 AM
Well, I went through the horrific task of installing XP. Boy, oh boy, XP does not want to go on a system that had an EFI boot partition. I was trying to do a dual boot and ended up losing the whole install of Win7. Had to completely wipe the drive of GPT partition remnants before XP would install properly.
However, it seems it was worth it. I went from 45fps under Win7 x64 and choppy play, to 395FPS and glass-like smoothness with the 2.1 edition.
#157
Posted 08 February 2014 - 05:11 AM
WinXP FTW ![]()
However I'm getting some strange behavior with the Frank targets. As someone else mentioned, it happens that those red targets are always down. Or it may happen that they work correctly first, then all of a sudden hitting them is not registered anymore. I even had cases when they were up but the ball went straight through them.
All of these cases can be fixed temporarily by deleting the nvram, but that becomes tiresome to do after each gameplay, not to mention that then the high scores are also lost.
But one of the problems will return within the first or if not then the second game after wiping nvram.
Am I the only one with this recurring issue?
#158
Posted 08 February 2014 - 05:41 AM
For me I have finally found a way to run MB. I loaded up the 2.1 LP FS version. I set the Vsync to 1 in the table options and.... it runs PERFECT on my system. I know it's not the high poly version but it IS giving me buttery smooth gameplay with NO STUTTER. I have no idea why my high end system won't run the PC Killer edition without a little ball stutter. Frustrating!
For now, the 2.1 LP version is what I will play. And I love it.
Thanks AGAIN UW!
Junky
#159
Posted 08 February 2014 - 06:02 AM
.WinXP FTW
However I'm getting some strange behavior with the Frank targets. As someone else mentioned, it happens that those red targets are always down. Or it may happen that they work correctly first, then all of a sudden hitting them is not registered anymore. I even had cases when they were up but the ball went straight through them.
All of these cases can be fixed temporarily by deleting the nvram, but that becomes tiresome to do after each gameplay, not to mention that then the high scores are also lost.
But one of the problems will return within the first or if not then the second game after wiping nvram.
Am I the only one with this recurring issue?
.
I also had this happen during my testing but I am on 7 64bit .... I solved it by changing my settings (whatever I was adjusting) save the table then close it and then exit VP ... if I try to save the table changes and run it again VP errors out while loading .... if I save it close it then open it again I get the problem with franks targets as you describe. I have to exit VP with file and exit in order to not have that problem. I have never had to delete the nvram
Sent from my SAMSUNG-SGH-I747 using Tapatalk
#160
Posted 08 February 2014 - 11:59 AM
I'm on windows 7 64.
During building and testing the table I played countless games back to back.
After deleting the nvram. I never had an issue with the frank targets and as far as I know none of my testers did either.
I'll have a look at it to see if I can change some of the code in the mech to fix your issue.
I need to put out another update in a few days to disable the ball momentum engine as I saw in Another thread to fix the "shit" gameplay.
This will be the last update so I hope the gameplay isn't shitty after I allow an option to disable the bmpe.
If it is maybe someone else will mod my shifty playing table to make it better
During building and testing the table I played countless games back to back.
After deleting the nvram. I never had an issue with the frank targets and as far as I know none of my testers did either.
I'll have a look at it to see if I can change some of the code in the mech to fix your issue.
I need to put out another update in a few days to disable the ball momentum engine as I saw in Another thread to fix the "shit" gameplay.
This will be the last update so I hope the gameplay isn't shitty after I allow an option to disable the bmpe.
If it is maybe someone else will mod my shifty playing table to make it better
"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



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