Ryan Routon
FarSight Employee
- Feb 24, 2012
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- #101
honestly I have no idea, our emulation code guy would have to comment on that.
Ryan you've fixed RBioN performance on the N10!
Edit: Well nearly, it was smooth for a minute before it dropped to 30fps.
Cactus Canyon: Doing a weak plunge (so that the ball rolls back to the plunger) causes the camera to move to normal table view. This means you can no longer see the plunger, but you can still plunge the ball.
Stuttering issue: I was testing on Cactus Canyon. The newest beta played OK for 15 minutes or so, but then it froze completely for 10-20 seconds before resuming at a choppy framerate (I'm guessing ~10 fps). Normal framerate can be restored only by pausing and resuming. The periodic choppy framerate is nothing new (it's been an issue for a year now), but the 10-20 second freeze has never occurred before this beta.
DEVICE: Verizon, Samsung Galaxy S3, Jelly Bean (4.1.2)
Cactus Canyon: Doing a weak plunge (so that the ball rolls back to the plunger) causes the camera to move to normal table view. This means you can no longer see the plunger, but you can still plunge the ball.
Stuttering issue: I was testing on Cactus Canyon. The newest beta played OK for 15 minutes or so, but then it froze completely for 10-20 seconds before resuming at a choppy framerate (I'm guessing ~10 fps). Normal framerate can be restored only by pausing and resuming. The periodic choppy framerate is nothing new (it's been an issue for a year now), but the 10-20 second freeze has never occurred before this beta.
DEVICE: Verizon, Samsung Galaxy S3, Jelly Bean (4.1.2)
honestly I have no idea, our emulation code guy would have to comment on that.
Does performance not improve with multicore CPUs?I can't explain why HD would/should perform any worse or better than RBION. Both use the same exact whitestar emulated hardware and emulation code. The only difference could be that the actual ROM code just "does more" in RBION and is thus sucking up performance compared to Harley. James made a few tweaks to optimize the emulator for iOS, perhaps Ryan, you should do the same if you didn't already. Not sure how much extra frames he got out of it. Didn't sound like a ton.
As to why Whitestar games in general are way slower than the other emulated platforms is due to having to emulate TWO cpu chips running together instead of one, so you basically halve performance. So devices that are running more than 50% taxed with 1 cpu will have trouble with 2. I've tried to think of ways to improve this situation often, but haven't come up with a workable solution.
Does performance not improve with multicore CPUs?
http://www.zdnet.com/lack-of-software-expertise-dampens-multicore-use-2062300778/more cores mean more cache, which means the memory controllers will already be "completely overwhelmed" while developers try to utilize their GPUs which--at the same time--utilizes the same controller. In a system which has integrated graphics, the memory controller will not be able to feed the GPU which would in turn have a negative impact on the system's responsiveness
BLACK HOLE BALL THROUGH FLIPPERS:
Platforms: All
Occurrence: 100%
This has been happening since the day of release. I've taken some time to get it on video slowed to make it visible. This particularly was on the Note2, but I can recreate it on every platform I have.
Just stumbled across this PAPA vid of Flight 2000. A easily consumable 5 minute play that seems to highlight many of the game features nicely.
http://pinball.org/videos/gameplay-videos/flight-2000/
I was looking to see how the drop targets behave in this game, because I was getting a feeling that they had the same problem with reset-delay (that is there is almost zero reset delay) as Gorgar does.
I'm on the fence to be honest. The timing seems pretty much right, with the tendency to be a bit quicker on TPA. The drops on the TPA version seem to reset in a microsecond compared to an order of milliseconds.
What do you all think about drop-target reset time (probably a trivial issue, but just curious to see if I'm imagining it or not)?
Flight 2000:
The instructions say extra ball is awarded automatically at 500.000 and 850.000, but I never get one at 500.000 and don't think I get one at 850.000 either but not sure, at that point I had already collected three. Think I got one at 700.000. Although two extra balls for points seems quite pointless as 3 extra balls are maximum per game, as you're supposed to get extra balls for collecting the multiball extra ball activation and special for spelling blastoff second time.
but I see that the slings aren't nearly as powerful on the actual machine as they seem to be in the TPA emulation.