This topic contains 179 replies, has 42 voices, and was last updated by  HauntFreaks 3 months ago.

Viewing 20 posts - 41 through 60 (of 180 total)
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  • #36002
     Al 
    Participant
    Member

    Hi Folks, my 2c .. I love this table, and what I find incredible as a dude with no design capability _what so ever_ is that things like rubber bumper height are even something that you need to consider. FFS ! I just blindly download, appreciate what I thought was a big effort to deliver a table that is a lot of fun to play, but don’t even think about bumper rubber height and air balls ! My appreciation and understanding is greatly enriched by discussions like this and I love reading them as much as playing the bloody tables, some of the WIP is the same, you watch the progress, all the input from different people, the hurt feelings, the exhilaration of nailing a model or a ramp or a lighting sequence, all the amazing contributions, and an eventual product that is just freaking awesome. I’m starting to think about how I can contribute more to this excellent community in general, all thanks to the forums I frequent.

    Sincerest thankyou’s to anyone who does anything even closely related to anything to do with me being able to enjoy a table ! :good:

    Cheers,

    al.

     


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    #36006
     Ben Logan2 
    Participant
    Member

    Anyone else getting massive stutter after locking two balls for GREED mutliball?

     

    #36033
     rothbauerw 
    Participant
    ContributorMembervip

    I’ve been playing with the Thing Flips.  Reading up on how it works, it looks like it calculates the speed of the ball to improve accuracy.  The script uses:

    Sub SW57_Hit

    vpmTimer.PulseSw 57    ‘Bumper Lane Opto

    End Sub

    I don’t think PulseSw would properly simulate the open/closing of the switch for the ROM to calculate the speed.  Would something like the following do the trick?

    Sub SW57_Hit

    Controller.Switch(57)=1

    End Sub

    Sub SW57_UnHit

    Controller.Switch(57)=0

    End Sub

    On another note, there appears to be a script error on line 798.

    Sub SW25_HitB

    should be:

    Sub SW25_Hit

     

    #36040
     Ben Logan2 
    Participant
    Member

    After lots of testing I finally figured out running TAF without a backglass solves the stutter (which knocks FPS down to 13 frames per second) after locking two balls for GREED multiball.

    I tried commenting this line out (since it refers to a “backbox”):  SolCallback(22)=”ThePowerFlasher”   ‘The Power/Backbox Cloud(3) – flasher

    But that didn’t have any affect. I also tried downloading and running a few different B2S. Also didn’t stop the stutter. Finally tried running in exe vs. standard. Still no affect.

    Would love to be able to run a B2S with this badboy.

    #36041
     Drybonz 
    Participant
    Member

    Hey Ben, are you running true full screen?  Do you have backglass in .exe?  I can’t remember if there are any animations listed on the backglass, but if so try setting them to disabled/off.  On that same dialog crank the solenoids and lamps settings up a few digits.

    *edit*  Sorry, just noticed you had answered the .exe question already.  I just looked at my version and there are no animations to turn off.  The solenoids and lamps will help, but probably not enough to fix the extreme lag you are getting.  Oddly, I don’t have any trouble with that backglass at all or lag.

    I guess you are talking about the part where all the lights go crazy?  Maybe check for intervals set under 10 in the script… Toxie has been talking about that causing problems.  Other than that, I think they may just be a bit more of an intense display… I can’t remember what system specs you are running.

    #36046
     Ben Logan2 
    Participant
    Member

    Totally appreciate the help, DryBonz. The stutter happens after locking two balls — which is one locked ball before the lights go crazy.

    My graphics card is a GTX750ti — not the best, but usually stutter free altogether.

    I tried all the various backglass tricks and settings. Totally stumped!

    #36047
     Sliderpoint 
    Participant
    MemberContributor

    @rothbauerw  – Thanks for finding the script problem with 25.  For the Thing Flips, I’m not sure the hit/unhit will be any different than pulsesw but it’s worth a shot it won’t break anything.  I’ll throw that in.

    @Ben Logan2 – Does the same thing happen in VP 10.1 or do you still have the previous version of this table to test to see if it was a change?

    -Mike

    #36048
     Drybonz 
    Participant
    Member

    Totally appreciate the help, DryBonz. The stutter happens after locking two balls — which is one locked ball before the lights go crazy. My graphics card is a GTX750ti — not the best, but usually stutter free altogether. I tried all the various backglass tricks and settings. Totally stumped!

    Hey Ben… I figured you knew all the backglass tricks, but thought it was worth a shot.  Let me play my copy and see what happens, but I don’t remember seeing that kind of lag.


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    #36049
     Ben Logan2 
    Participant
    Member

    Thanks so much for asking, sliderpoint. I deleted my 10.1 installation. I’m running all tables in 10.2. Maybe a dumb move on my part!

    But – I do remember playing your beta version of this table in 10.1, and I never got the massive stutter after locking two balls. Smooth gameplay throughout.

    it happens consistently on my 10.2 machine. I’ve tried it about a hundred times at this point. It’s actually been pretty fun — lots of practice working up to GREED multiball!

    The only thing that fixes the problem on my setup is turning B2S all the way off. I’m running true fullscreen mode, if that makes a difference.

    #36050
     Drybonz 
    Participant
    Member

    So, I just tested.  I do see some increase in stutter after even the first ball is locked… not as much as you are describing, Ben, but definitely enough to affect gameplay at that point.

    One thing I notice is that immediately after the first ball locks is when the “light show” starts… not the full light show that you get right before the multiballs drop, but look at the flashers and some of the insert lights… they do start going crazy after the first ball is locked… so it seems like it is definitely related to lights.

    I get the same thing in ToM, for instance, right when the flashers go crazy, there is slightly more stutter… like those effects are using more resources or something.

    I’m guessing that turning off the backglass eliminates some of the resource drain enough to allow the light show to do its thing.  We may be able to get the same benefit by just turning down the details slider.

    Of course, this is all amateur rambling.  Mike will probably have better advice for us than I can come up with.

    #36053
     Ben Logan2 
    Participant
    Member

    Here’s the strange thing: After locking two balls there’s not much going on flasher wise when the third ball is sitting in the trough waiting to plunged, but the stutter is already there. The red LED on the chair and one other are flashing. “The Power” is turned on and ready to magna-push the ball all over the table. But that’s it resource drain wise.

    Doesnt seem like a resource issue — I think my graphics card can handle it. It’s something else. The reason I say this is that when I get multiball going and all three balls are on the table, and The Power is doing its thing, and lights are firing like mad, NO stutter at all. It’s just directly after locking the second ball, and plunging the third that FPS drops to 13 or 15.

     

     

    #36056
     Drybonz 
    Participant
    Member

    Yeah, I have a 960 video card and I’m still getting stutter during that whole multiball scenario.  I have stutter pretty much weeded out on most tables, like I’m sure you do, so I’m not really sure what to say… except that you are right, there’s something going on there that I can reproduce.

    *edit*  Oh, I am on the latest 10.2 beta if that helps.


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    #36061
     rothbauerw 
    Participant
    ContributorMembervip

    I can confirm I am also getting stutter.  I’ve tested both the new and old version of the table and I’m seeing it on both.  I’m also using 10.2 beta.  If I  have time tomorrow, I’ll go back and test with 10.1.

    During my testing on the new version, I’ve also experienced the balls getting stuck/lost in the trough under fester and in the book case as well as behind the G target near the upper left flipper.  It looks like it’s somehow passing through the orange bumper.

    #36062
     Ben Logan2 
    Participant
    Member

    Nice confirmation, rothbauerw. Thanks!

    As far as stutter goes, to make it easier on sliderpoint I want to reiterate that the only time I experience stutter on his wonderful TAF is after locking two balls for GREED multiball. Otherwise gameplay is butter smooth throughout — even during three ball multiball.

    There’s simply something strange going on with the backglass and the table during that point in gameplay. Turning the backglass off altogether completely eliminates the stutter problem.

    #36064
     rotrax 
    Participant

    Nice table but in cabinet mode, the scale is a bit strange and the flipper physics are to bouncy.  Further notice the hand in the upper right corner seems to rotate in a circle instead of picking up the ball and then turn back in the box. .. this is not very realistic and looks odd.

    With a few tweaks this could be a real fine table because it looks Awsome. ..thanks keep up the good work!

    #36065
     rothbauerw 
    Participant
    ContributorMembervip

    Tested with 10.1 final and I’m seeing the same stutter.  My gut tells me it’s not the backglass, it’s something on the playfield.  Running the backglass just makes the lag more apparent.

    #36066
     ICPjuggla 
    Moderator
    MembervipModerator

    Where is the stutter happening?

    I’d bet there’s a colidable primitive or two in that area that’s causing it. Colidable primitives in 10.1 and 10.2 seem to be more taxing on VP than in 10.0


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    #36067
     Ben Logan2 
    Participant
    Member

    The “when” it’s happening is the consistent / reproducable thing: FPS drops from 60 to 13 directly after locking two balls for GREED multiball, every time. As soon as ball three enters trough, waiting to be plunged, stutter begins: flippers get supper laggy and choppy, ball moves about two inches per frame when plunged.

    As for the “where,” stutter is consistent all over table (from top to bottom) at this point until third ball is locked. Once ball three is locked, stutter totally stops and FPS returns to 60.

    With backglass turned off I don’t notice any stutter at all throughout game.

    #36069
     rothbauerw 
    Participant
    ContributorMembervip

    I have confirmed the lag without the backglass, it’s just less noticeable.  The additional resources used by the backglass makes the lag more pronounced.  So far, all my troubleshooting is leaving me empty handed.

    #36073
     rothbauerw 
    Participant
    ContributorMembervip

    Where is the stutter happening? I’d bet there’s a colidable primitive or two in that area that’s causing it. Colidable primitives in 10.1 and 10.2 seem to be more taxing on VP than in 10.0

    This was my thought too.  I tried deleting or making all the primitives toys around the area where the second ball locks with no luck.  I even tried this with primitives on other parts of the table.  No luck as of yet.  I’m going to go back to version 10 and see if the lag exists there for the old table.  I don’t remember any, but maybe it just wasn’t very noticeable.

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