The latest BETA drivers (304.79) released on July 3, 2012 resolves a major problem with trying to force antialiasing where certain objects were just not drawn correctly or at all when the table was played / rendered. With the latest version it is now possible again to force some antialiasing settings and get some pretty nice results. The usual / typical fine black lines around some light and wall objects is still an issue and VP needs to be relaunched after each game that is rendered / played otherwise some tables will show similar effects as previous versions with things like flippers missing, lights not showing up, or areas missing. There are a few topics in the forum about trying to force antialiasing and more information can be gathered in those. I have not tested these latest drivers or verified this find on Windows XP but have on two different 32-bit Windows 7 systems with different Nvidia cards (a 9600GT and a GTX 560 ti). I had tried about 6 or 7 drivers since the levels that supported my 560 card and this was the first version to not have the glitches - I almost quit trying and thought it was a long shot for trying the BETA but it actually paid off!
So to re-iterate, you do need to quit VP and reload after each running of a table to ensure that it functions correctly with forced antialiasing settings (some tables don't seem to need it but most have some small issue that appears if you don't). Relaunching shouldn't be a problem for most people with front-ends as, to my understanding, essentially all front-ends terminate the program and re-launch after going back to selection and menu screens.
Gathered from the other topics and posts and what I acutally use, some good (best band for the buck) settings to use are as follows:
Anisotropic filtering = 8x
Antialiasing - Gamma correction = On
Antialiasing - Mode = Override any application setting
Antialiasing - Setting = 4x
Antialiasing - Transparency = Supersample (some cards will show a value too - such as 4x)
Maximum pre-rendered frames = 1
Texture Filtering - Anisotropic sample optimization = Off
Texture Filtering - Negative LOD Bias = Clamp
I found fairly little performance impact on most tables and only saw any issue when assessing my SS GI8 MOD table. When it was undergoing heavy GI sequences the ball would stutter reasonably so it may not be suitable for systems running GI8 with less than about 500 FPS through typical play (2x helps a bit but the AA effect is not much better than "Off").
I found that for my front-end to work with them properly (3D arcade) I had to force these settings at a global level, but for VP on it's own I could set it at a per program level and simply made a copy with a different name for a version that doesn't apply any special AA settings (also good to create two copies if you want to experiment with CPU affinity settings).
The subtle difference on some tables makes them quite stunning and even more life like - flippers look great. Can take a bit of playing around but I think it's worth it ![]()
EDIT: It turns out that the impact from Scared Stiff was not really the GI8 / light objects but that at the time the lighting seemed to change a lot the alpha flashers were also very busy. Resolving / improving the alpha flasher performance (on a current WIP / update) got rid of the the stutter while using AA and further experience has shown that GI8 / PF / Plactic lighting changes are not nerely as demanding as alpha ramp changes (both with AA and without AA)
Edited by jimmyfingers, 03 September 2013 - 08:47 PM.




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