Pinball Arcade

Pinball Arcade

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Way too fast
I have not logged in for a couple of months - now all the tables are way too fast - the ball is 3x normal speed?
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Showing 1-7 of 7 comments
Lord Squeak Oct 1, 2016 @ 3:54pm 
the latest update made the game run at refreshrate of the monitor.
Its designed to run at 60fps, but something removed the fps cap.
ajester Aug 31, 2018 @ 7:29am 
I get the same problem with direct x 11
bigsky Sep 1, 2018 @ 5:58pm 
Originally posted by Lord Squeak:
the latest update made the game run at refreshrate of the monitor.
Its designed to run at 60fps, but something removed the fps cap.

How does one check the FPS of the game?
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Oh joy...I discovered I can play the DX11 versions on my laptop with integrated graphics (Intel HD Graphics 4000) (i7 2.4, 8G RAM).

The ball was always WAY slow, but through the config utility, and some tips through the "potato" thread, I made some changes.

Change to 1600x 900 (native of my laptop).
MSAA Samples to 1.
Anisotropy to 8.
Windows mode left at Fullscreen.
MSAA Quality left at 0.
Brighten Ball left OFF.

Tables play smooth...I now get to enjoy the DX11 lighting...kind of like getting new tables...!
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BUT...I wonder if I am getting the ball speed (or FPS) as designed??
Last edited by bigsky; Sep 2, 2018 @ 8:27pm
Matt Beeching Sep 1, 2018 @ 6:45pm 
Originally posted by bigsky:
Originally posted by Lord Squeak:
the latest update made the game run at refreshrate of the monitor.
Its designed to run at 60fps, but something removed the fps cap.

How does one check the FPS of the game?
----------------------------------------------------------
Oh joy...I discovered I can play the DX11 versions on my laptop with integrated graphics (Intel HD Graphics 4000).

The ball was always WAY slow, but through the config utility, and some tips through the "potato thread," I made some changes.

Change to 1600x 900 (native of my laptop).
MSAA Samples to 1.
Anisotropy to 8.
Windows mode left at Fullscreen.
MSAA Quality left at 0.
Brighten Ball left OFF.

Tables play smooth...I now get to enjoy the DX11 lighting...kind of like getting new tables...!
----------------------------------------------------------------------------------------------

BUT...I wonder if I am getting the ball speed (or FPS) as designed??


Ahh good to hear. The major slow motion occurs if the game tries to drop you to 30fps, the Intel drivers are not great in that respect, they're very underdeveloped with regard to v-sync choices.

Your settings are very similar to mine, I use 1600x900 as that's half my native resolution on the laptop (1/4 rendering in reality) - good image quality and acceptable performance. MSAA is an absolute killer, make you use 1x / zero quality or the setting might default back to 4x which is too much.

Steam has a built in frame counter: Settings > In-Game > In-Game FPS Counter
You can choose which corner it appears in. It's pretty subtle so I tend to leave it on all the time for reference purposes. If there are more serious issues to analyse I'd use 3rd party programs.

Last edited by Matt Beeching; Sep 1, 2018 @ 6:55pm
bigsky Sep 1, 2018 @ 8:57pm 
OOPs see Edit below...!
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Thanks Mattt...

Really enjoying this DX11...thought I would need a new computer and I do major research before buying so it takes forever...

Well I found "settings" by finding the Big Picture Mode. But dern I cannot find the In-Game setting. What am I missing? Thanks for any help...

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EDIT: Found it... I never saw that Steam button in the upper left corner before...!! It was hidden because of the angle I set my screen.
Last edited by bigsky; Sep 2, 2018 @ 8:31pm
bigsky Sep 1, 2018 @ 9:43pm 
To add...

Tables are running around 60fps in DX11...sometimes hits 61, sometimes drops to 57 like right when launching a ball on GB.


Last edited by bigsky; Sep 2, 2018 @ 8:31pm
***** Jun 28, 2019 @ 6:19am 
Originally posted by Lord Squeak:
the latest update made the game run at refreshrate of the monitor.
Its designed to run at 60fps, but something removed the fps cap.
The gamespeed with 90Hz would be perfect. Just replace the projection matrix with SteamVR and we would have perfect VR support. Should not take longer than one or two weeks of coding. :steammocking:
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Date Posted: Oct 1, 2016 @ 2:37pm
Posts: 7