- This topic has 11 replies, 8 voices, and was last updated 7 years, 7 months ago by TerryRed.
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August 16, 2016 at 8:39 am #34743
Hi Guys,
This isn’t the normal call for help just a general inquiry. Â I have a pretty souped up computer that runs most tables really well. Â However some of the really detailed tables start to stutter on multi ball or other cpu/gpu heavy events. Â In general what makes these table so heavy for the cpu or gpu. Â Is it a matter of polygon count? Â The reason I ask is I have access to simplifying tools through work and if its an avenue worth pursuing I can try my hand at simplifying the 3d models. Â I might be all wet on this and the reason things bog down is lighting, shadows, reflections or other event that I can’t help much simplifying. Â I figured you authors no way more about this then a mortal like me and i was hoping to get your thoughts?
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August 16, 2016 at 11:38 am #34746Million $$ question! Sometimes it’s non optimized tables or primitives set to collidable or the backglass is culprit! younshould be able to make every table stutter free with proper settings in vp video preferences I would think depending on your hardware of coarse. List the tables you have stutter on and a screen of your video preferences in vp
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Messing with the VPinball app and push notifications.
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August 16, 2016 at 11:14 pm #34776For me the stutter culprit is almost always the DirectB2s file.  I take a screen grab of it to get a still image so PinballX can leave it up while I play, and then I delete the DirectB2S file.
Hopefully the VP devs can make some optimizations too. Â It seems like we need an awful lot of hardware to make a decent looking pinball table. Â Â :)
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August 17, 2016 at 1:11 pm #34805I went through all of the tables I have…..I mostly just play VPX tables.  I really don’t experience that much stutter since moving from Win 7 to Win 10.  I still have some but it is mostly experienced during multiball events.  Anyways I have put together some data on this but it isn’t telling much of a story.  I think Polygon count may have something to do with the stutter I am seeing but there are outlying tables that I would think would run smoothly  (see back to the future).
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August 17, 2016 at 1:33 pm #34811interesting…
my settings are way different then yours and have no stutter.
FXAA(post-processed Anti-Aliasing) i have as STANDARD
Dont stretch ball checked
ambient Occlusion checked
FPS Limiter/Vsync 1
Maximum pre-rendered frames 0 (this i find makes big difference on my setup)
force Anisotropic Texture Filtering (quality) is checked
Max Texture dimension(for low-end gfx boards) unlimited
Elements detail level all way to right
for my setup this works great
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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August 17, 2016 at 2:01 pm #34812that brute-force 4x Anti-Aliasing you have turned on Josh is a huge ..nay HUGE suck of resources.  Try it with that turned off, I can’t tell a visual difference between that and Quality on my setup
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August 18, 2016 at 3:27 am #34846that brute-force 4x Anti-Aliasing you have turned on Josh is a huge ..nay HUGE suck of resources. Try it with that turned off, I can’t tell a visual difference between that and Quality on my setup
Nice tip BD, I did have that option checked, though after some testing without there is no visual difference and a near x2 increase in FPS, without it, when I disable frame sync. I can and have run the tables with it enabled here without stutter, that said I use vsync on at 1 or 60FPS here and there is a definite improvement in flipper feel response times, with that setting disabled.
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August 18, 2016 at 3:46 am #34847I have found that turning off AA in the VP editor options and then turning it on through the Nvidia control panel gives me a performance boost. Â I’m not sure why that is… maybe the control panel handles it better… but it’s worth a shot.
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August 18, 2016 at 7:33 pm #34853anything help josh?
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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August 19, 2016 at 6:27 am #34866So I did some testing last night….Changing my FXAA to standard seemed to fix all the issues I was see. Â It almost doubled my framerate on all of the tables. Â I also changed my element detail level to unlimited, which seems to have broken TWD table, so I will change it back when I use that table. Â The 4X brute AA was also causing a framerate dip. This might be in my head but I found text on the playfield looked worse when I had this option off. Â Still have some testing to do but thanks for the suggestions guys.
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August 19, 2016 at 11:55 am #34871The 4xAA for me makes text look way better.  I think it makes every aspect of the table look way better but I can only run it successfully on some tables without stutter issues.  Can someone chime in and tell me what causes the 4xAA to have the most fps impact.  Primitives?  Every image file size?  or what?
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September 4, 2016 at 8:47 pm #35927For me, the stutter was caused by running in windowed fullscreen in VPX.
Setting up VP10 beta 2 with exclusive fullscreen with vsync enabled in VPX (NVidia control panel set to defaults for all settings for VPX) is what eliminated ALL stuttering in VPX. There are other fixes to go along with that method (if you are using DB2s files), but that’s what did it for me.
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