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  1. M

    Can the nag screen be turned off?

    The what's new screen should go away after you've seen it once. Try running the DX9 version and see if it happens there. If DX9 makes it go away on DX11 version let me know.
  2. M

    Version 1.38.x

    The 20k goal is fixed. We're testing it now, should be patched later today.
  3. M

    Version 1.38.x

    Version 1.38.9 is released. Enjoy Xenon. Version 1.38.10 - Cursor disappears on DX11 like on DX9 - Fixed 20k goal - Art and collision fixes Version 1.38.9 - Added Xenon - Fullscreen option added to DX11 settings (separate from DX9 settings) - Draw order fix on Earthshaker - Fixed broken...
  4. M

    DX11 slow performance?

    Using a game like Skyrim as a comparison is not valid. The rendering in that game is quite different, not to mention they have over 100 developers and hundreds of millions of dollars to spend building it. In Skyrim they use techniques for culling out objects. For example in dungeons they use...
  5. M

    DX11 Public Beta Bugs

    Changed to a 6950 which is more of an equivalent to a GTX 560 from my research.
  6. M

    DX11 slow performance?

    There are many factors in the performance on one table vs another. More modern table doesn't necessarily mean more performance needed. The size and number of the point lights affects performance. Generally, the more lights the slower it runs. However a large number of really small lights...
  7. M

    Season One - No free ball skins?

    Looking at the code, it appears to be a bug. I'll fix it so it works with the next patch.
  8. M

    Add on Packs 1, 2 and 3 lost

    Should be fixed on Tuesday according to Microsoft.
  9. M

    DX11 Public Beta Bugs

    I've been working on the next table the last week or so, that's winding down so I'll be back on bugs soon. I just wanted to clarify something about the DX11 build. Rendering 100-200 point lights is extremely processor intensive. It will require a decent graphics card to handle that. The DX9...
  10. M

    TPA to Return to XBox 360

    If you get the title update, the UI for the main menu and table select should change to look more like the PC
  11. M

    when will we see cabinet options?

    We have a Virtua Pin cabinet here. It's 6 feet from me in my office.
  12. M

    TPA to Return to XBox 360

    Yes, and I've asked MS how to fix it.
  13. M

    TPA to Return to XBox 360

    Each piece of content has a listing in place. The listing tells the xbox what icons to show, backgrounds, text, etc. There are 8 strings for the title in the listing, and 5 languages. That's 40 strings of text I have to change for each DLC. I had to do these listings (or redo them for...
  14. M

    TPA to Return to XBox 360

    I was out of the office yesterday, so I wasn't here to answer what was going on. Essentially the content has been released, but the title update which allows you to play it hasn't. That should be resolved shortly, and we'll let you know when it's out. I was hoping the DLC wouldn't go out...
  15. M

    DX11 Public Beta Bugs

    Small Patch, busy working on next table. Version 1.37.12 - Fixed highwire multiball on CV - JackBot collision updates.
  16. M

    DX11 Public Beta Bugs

    Scott had some free time between releases so he fixed the bugs. Most of those would have been fixed by doing emulation, but it was taking too long to get in.
  17. M

    DX11 Public Beta Bugs

    New build is up, these fixes are in DX9 and DX11 (asside from the lighting one which is DX11 only). Version 1.37.11 - Various Black Knight fixes (Thanks to Scott) + 3rd ball stuck in lock bug fixed + During magna save, ball now shakes realistically before coming to a stop + Multiball Lightshow...
  18. M

    DX11 Public Beta Bugs

    New beta is up. The BK ball lock fix didn't make it in, in fact it looks like I got a partial fix which might cause issues with the table. I'll get it sorted out tomorrow. Scott is fixing a bunch of BK bugs, so there will be more to look forward to. Version 1.37.10 - Fixed load times -...
  19. M

    DX11 Public Beta Bugs

    When you load in resources you update the app in between. If you lock to 60fps, then any time not used in the 16.667ms frame, is waited on. SO say you load a file in 1ms, there are 15.667ms left in the frame. It'll wait till those ms are up before loading the next file. Thus making each file...
  20. M

    DX11 Public Beta Bugs

    Will be on all patforms in their next patches. I'll be in tonights DX11 beta for testing (DX9 later) I fixed the slow low times earlier this morning. It was the 60fps lock. Was holding it back from loading at full speed. I'll look into CV

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