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Farsight Studios
The Pinball Arcade / Farsight Studios
Platform Specific
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Too easy tables (PC version)
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<blockquote data-quote="vikingerik" data-source="post: 222911" data-attributes="member: 3745"><p>The stair-stepping comes not from the physics model, but from the timing of the inputs. That's is a limitation of the computing environments in which TPA runs. Most if not all of the consoles check the controller input state once per frame. So no matter how sophisticated the simulation is, it can only detect inputs at 1/60 second resolution. If a fast-moving ball crosses a flipper in 1/6 of a second, there's only 10 possible paths it could take coming off the flipper.</p><p></p><p>Farsight knows this, and deliberately tunes TPA's table and flipper geometry so that most of these 10 possible paths find a ramp or target. CFTBL is the most extreme example, where you literally can't miss with a rolling feed to the right flipper, every single physics result within a certain range goes up the Kiss lane or left ramp or center lane.</p><p></p><p>It might be possible at least on a PC platform to check the inputs more frequently than that. I believe Pro Pinball does. But messing with the timing is tricky, Farsight has commented before that just getting TPA and the ROM emulation running at all at a consistent speed is often challenging. And high resolution input timing would skew scores on the PC even more compared to other platforms.</p><p></p><p></p><p></p><p>Exactly. Playing games with 1/60 second resolution on inputs is very much within human capability. Plenty of fighting game experts routinely execute moves and combos that require single frame timing precision. I can do it myself in some cases.</p></blockquote><p></p>
[QUOTE="vikingerik, post: 222911, member: 3745"] The stair-stepping comes not from the physics model, but from the timing of the inputs. That's is a limitation of the computing environments in which TPA runs. Most if not all of the consoles check the controller input state once per frame. So no matter how sophisticated the simulation is, it can only detect inputs at 1/60 second resolution. If a fast-moving ball crosses a flipper in 1/6 of a second, there's only 10 possible paths it could take coming off the flipper. Farsight knows this, and deliberately tunes TPA's table and flipper geometry so that most of these 10 possible paths find a ramp or target. CFTBL is the most extreme example, where you literally can't miss with a rolling feed to the right flipper, every single physics result within a certain range goes up the Kiss lane or left ramp or center lane. It might be possible at least on a PC platform to check the inputs more frequently than that. I believe Pro Pinball does. But messing with the timing is tricky, Farsight has commented before that just getting TPA and the ROM emulation running at all at a consistent speed is often challenging. And high resolution input timing would skew scores on the PC even more compared to other platforms. Exactly. Playing games with 1/60 second resolution on inputs is very much within human capability. Plenty of fighting game experts routinely execute moves and combos that require single frame timing precision. I can do it myself in some cases. [/QUOTE]
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Farsight Studios
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