TerryRed
Pinball Master
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- Feb 11, 2020
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Future Pinball being 32 bit is NOT a limitation
FP is a 32 bit app. A 32 bit app is limited to being able to access 4 GB of system ram max. Some claim FP being 32 bit is a big a limiting factor. With VP, yes that may be the case for some newer VP tables (as it typically needed to load all textures twice into ram, and needs lots of ram for new BTK tables, etc). For FP-BAM however, that 4 GB limit does not apply to textures / models / GPU vram.
I decided to test something.
MOTU CE is currently the largest FP table file (and growing in size), currently at around 368 MB. I've always been aware of how much I was using, and kept all my updates fine tuned to not use anything extra if not needed. However, I never really knew how far I could really go. Now I know.
My PC is an i5 13600K with 32 GB ram, GPU is RTX 4070 Ti Super (16 GB vram)
For a test, I kept adding lots and lots of 4K textures, some 10k textures, lots of FBX / OBJ models (that have their own big textures) to MOTU CE.... and kept going, and testing... and going and testing...
Well, I haven't reached a limit yet... but to give you an idea:
======================================================
Largest VPX table I have installed (its a VR modded table)
Table file: 475 MB
VP - ram usage: 5.9 GB
VP - GPU vram usage: 7.2 GB
======================================================
MOTU CE table (largest FP table, wip):
Table file: 368 MB
FP - ram usage: 1.5 GB
FP - GPU vram usage: 3.9 GB
After enabling texture compression in FP video settings (meant only for those with low vram on their GPU)...
Table file: 368 MB
FP - ram usage: 1.2 GB
FP - GPU vram usage: 2.6 GB
======================================================
MOTU CE table : After adding a shit load of 4K textures, FBX / OBJ models
Table file: 1.2 GB
FP - ram usage: 2.2 GB
FP - GPU vram usage: 12.5 GB
After enabling texture compression in FP video settings (meant only for those with low vram on their GPU)...
Table file: 1.2 GB
FP - ram usage: 2.0 GB
FP - GPU vram usage: 5.2 GB
======================================================
So yah... FP being 32 bit... is NOT a concern, or a limitation. The only limit will be how much ram (more so GPU vram) the player's PC has. Someone with low vram on their GPU can enable texture compression in FP settings which seems to cut vram usage in half mostly. The only downside to that is the table may take a bit longer to load as it's compressing textures as it loads, but at least it's an option for those with a lower-end PC.
My point with this post is not to compare VP to FP (but it does illustrate how they work very differently for ram usage).
I'm just showing this bodes very well for tables like MOTU CE and Silent Hill and others in the future. I really can do mostly whatever I want, as I am not limited by 32 bit ram limits on FP-BAM.
@SpacePirateScott
FP is a 32 bit app. A 32 bit app is limited to being able to access 4 GB of system ram max. Some claim FP being 32 bit is a big a limiting factor. With VP, yes that may be the case for some newer VP tables (as it typically needed to load all textures twice into ram, and needs lots of ram for new BTK tables, etc). For FP-BAM however, that 4 GB limit does not apply to textures / models / GPU vram.
I decided to test something.
MOTU CE is currently the largest FP table file (and growing in size), currently at around 368 MB. I've always been aware of how much I was using, and kept all my updates fine tuned to not use anything extra if not needed. However, I never really knew how far I could really go. Now I know.
My PC is an i5 13600K with 32 GB ram, GPU is RTX 4070 Ti Super (16 GB vram)
For a test, I kept adding lots and lots of 4K textures, some 10k textures, lots of FBX / OBJ models (that have their own big textures) to MOTU CE.... and kept going, and testing... and going and testing...
Well, I haven't reached a limit yet... but to give you an idea:
======================================================
Largest VPX table I have installed (its a VR modded table)
Table file: 475 MB
VP - ram usage: 5.9 GB
VP - GPU vram usage: 7.2 GB
======================================================
MOTU CE table (largest FP table, wip):
Table file: 368 MB
FP - ram usage: 1.5 GB
FP - GPU vram usage: 3.9 GB
After enabling texture compression in FP video settings (meant only for those with low vram on their GPU)...
Table file: 368 MB
FP - ram usage: 1.2 GB
FP - GPU vram usage: 2.6 GB
======================================================
MOTU CE table : After adding a shit load of 4K textures, FBX / OBJ models
Table file: 1.2 GB
FP - ram usage: 2.2 GB
FP - GPU vram usage: 12.5 GB
After enabling texture compression in FP video settings (meant only for those with low vram on their GPU)...
Table file: 1.2 GB
FP - ram usage: 2.0 GB
FP - GPU vram usage: 5.2 GB
======================================================
So yah... FP being 32 bit... is NOT a concern, or a limitation. The only limit will be how much ram (more so GPU vram) the player's PC has. Someone with low vram on their GPU can enable texture compression in FP settings which seems to cut vram usage in half mostly. The only downside to that is the table may take a bit longer to load as it's compressing textures as it loads, but at least it's an option for those with a lower-end PC.
My point with this post is not to compare VP to FP (but it does illustrate how they work very differently for ram usage).
I'm just showing this bodes very well for tables like MOTU CE and Silent Hill and others in the future. I really can do mostly whatever I want, as I am not limited by 32 bit ram limits on FP-BAM.
@SpacePirateScott
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