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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
Playstation 4
PS4 NA v1.00 Master Bug List
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<blockquote data-quote="brakel" data-source="post: 132246" data-attributes="member: 416"><p>That's correct, they are not. It is a limitation of the nature of software to not be able to detect a fleeting state. It works, at least to my understanding, much like the physics. The physics makes calculations on the ball's location, speed, trajectory, etc at least 60 times per second but increases this interval at times, like when the ball is moving quickly near the flippers, in order to capture as many events as possible that will effect the ball. It's not possible in the binary world for the physics engine to constantly monitor the ball. It has to take tiny slices of data to figure out where the ball should go next. If something *should* have happened to the ball in between those slices the game doesn't know it and we might see that as the ball doing something strange or unnatural. Apply this to the goal detecting part of the game. Again the game can't monitor the goals constantly. It takes slices of the state of the virtual pinball machine and looks to see if any of the goal criteria have been met. It has been demonstrated on a number of tables for a number of goals that this process misses some goals. That's not a bug. It's an engineering limitation of the programming. Probably a resource dependent limitation. It is something that could be improved like frames per second or lighting effects or flipper physics. It is no more a bug than the lack of advanced flipper moves. </p><p></p><p>However, that's different from a goal that never gets recognized. If the table fails to recognize frenzie every time then there's something wrong. That could be considered a bug.</p></blockquote><p></p>
[QUOTE="brakel, post: 132246, member: 416"] That's correct, they are not. It is a limitation of the nature of software to not be able to detect a fleeting state. It works, at least to my understanding, much like the physics. The physics makes calculations on the ball's location, speed, trajectory, etc at least 60 times per second but increases this interval at times, like when the ball is moving quickly near the flippers, in order to capture as many events as possible that will effect the ball. It's not possible in the binary world for the physics engine to constantly monitor the ball. It has to take tiny slices of data to figure out where the ball should go next. If something *should* have happened to the ball in between those slices the game doesn't know it and we might see that as the ball doing something strange or unnatural. Apply this to the goal detecting part of the game. Again the game can't monitor the goals constantly. It takes slices of the state of the virtual pinball machine and looks to see if any of the goal criteria have been met. It has been demonstrated on a number of tables for a number of goals that this process misses some goals. That's not a bug. It's an engineering limitation of the programming. Probably a resource dependent limitation. It is something that could be improved like frames per second or lighting effects or flipper physics. It is no more a bug than the lack of advanced flipper moves. However, that's different from a goal that never gets recognized. If the table fails to recognize frenzie every time then there's something wrong. That could be considered a bug. [/QUOTE]
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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
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PS4 NA v1.00 Master Bug List
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