Quoted from Fytr:So, what about flipper latency? Will the flipper response drop everytime the screen has start a new animation sequence? . Why not? How do you test flipper latency?
Will the HD animations run at like 15 frames/sec like spike 2 seems to a lot of the time?Will AC use the same speaker setup as TNA?
1. The system has a different processor that handles the in-game elements like hardware, game rules, etc. The AV is handled by a separate processor so that calling animations won't affect other processes. The flipper control is based on an interrupt so the timing is fairly exact provided that the software engineer doesn't consume most of the IRQ space.
TNA's flipper response timing matches those of WPC games since all of the slings, the pop bumper and flipper switches are handled by the FPGA on the P3-ROC board and not the host running all of the game code.
2. You test flipper latency at first by "feel", and by setting the IRQ timing correctly. If you wanted to, you could hook a scope to it and measure events from button press to coil throw. There is a theoretical latency to everything, obviously.
3. HD animations on pinheck yield about 30fps using graphics acceleration. We got way more than that on TNA since the TNA hardware and operating system were capable of putting out video at 1080p, so no need to worry.
4. AC has a different DAC setup at the moment, so thats TBD regarding the amp that the game will use. Either way, sound will be equally a large focus of the game for obvious reasons.