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VP915
Started By
chas
, Feb 18 2013 07:37 AM
338 replies to this topic
#261
Posted 31 March 2013 - 05:46 PM
What is the best way to backup 9.14 and try 501 build? Can I just replace the vp exe?
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#262
Posted 31 March 2013 - 05:48 PM
What is the best way to backup 9.14 and try 501 build? Can I just replace the vp exe?
Yup
#263
Posted 31 March 2013 - 09:08 PM
I guess I should have looked at your files first...they're just the exe. Duh me...
What is the best way to backup 9.14 and try 501 build? Can I just replace the vp exe?
Yup
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#264
Posted 31 March 2013 - 10:48 PM
Trying to get Elvis table with directB2S backglass to run in 501. It starts up stuttering real bad as it brings up the B2S server. This table has this behavior on the first startup in the 9.14 release version, but subsequent starts everything is fine. Not so with 501.
Any one have any ideas?
Seeds of War, Piles of Skulls
<OO> Pinball Cab <OO> ArcadeX Mame Cab <OO>
#265
Posted 01 April 2013 - 10:48 AM
So, as we're getting closer and closer to a release, we need to try and take care of all of the existing bugs...
The only one I can reliably reproduce is the one mentioned by JimmyFingers... if you force AA through the nVidia driver, certain tables will have drawing issues with alpha ramps such as Jimmy's PinBot mod. It is working in 360 but broken in 361, and if I replace pin\player.cpp in 361 with the one from 360, it works like it should.
This should now be fixed with rev 502..
I added a separate video option (Region Optimization) that needs to be disabled to restore the old behavior (i.e. 'fix' the AA artifacts)..
I would also be very interested to get some performance numbers for that thing being on/off in general (like you guys did for the new 'Region Update' option)..
#268
Posted 01 April 2013 - 03:04 PM
Ok just done a few quick tests will run some more.. all test done with Region Updates ON...
Was just reading back a few did you need to force AA in the control panel?
Whatever is done it does not like Star Trek tng nite and regular version
wont play... tried RO on or off
Untitled.png 818KB
45 downloads
ball just bounces at the bottom of the ramp lol
Checkpoint HD
Region Optimize: OFF FXAA: OFF -- 130 fps
Region Optimize: ON FXAA: OFF -- 132 fps
Region Optimize: ON FXAA: ON --- 13 fps
Region Optimize: OFF FXAA: On --- 13 fps
JP StarWars
Region Optimize: OFF FXAA: OFF -- 365 fps
Region Optimize: ON FXAA: OFF -- 370 fps
Region Optimize: ON FXAA: ON --- 55 fps
Region Optimize: OFF FXAA: On --- 54 fps
AFM
Region Optimize: OFF FXAA: OFF -- 1509 fps
Region Optimize: ON FXAA: OFF -- 1536 fps
Region Optimize: ON FXAA: ON --- 370 fps
Region Optimize: OFF FXAA: On --- 370 fps
Edited by LoadedWeapon, 01 April 2013 - 03:31 PM.
#269
Posted 01 April 2013 - 03:23 PM
Just tried 507 and have the same issue with a table i'm working on as the STTNG picture above. Pretty much the whole PF is covered with a GILight.
Bump maps are the new auto-tune ![]()
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000
#271
Posted 01 April 2013 - 03:59 PM
I've tested all releases from 476 to 507 and conclude that with my nVidia hardware, the best performace comes with build 476.
I get 240-260fps with the latest lethal weapon 3 whereas I get 1/2 that much from all the other newer builds.
My card is a bit older but with new drivers, so not sure if newer cards are getting the performance boost.
It made matters worse when I checked on region updates, FXAA or the new option for AA.
Not sure why 476 was so much faster, again, it may just be my card.
Draw ball decals on
antialias ball on
hardware device rendering on
unlimited max texture
1/2 way alpha ramp slider
other things turned off
I'll do more testing but thats todays testing for now.
Edited by luvthatapex, 01 April 2013 - 04:01 PM.
#274
Posted 01 April 2013 - 06:34 PM
Thanks a ton Toxie for adding that Region Optimization switch which seems to fix that graphic glitch with forced AA and with very little or no impact on performance - you made my week already with that change and I'm finally now able to use the latest VP with AA again! ![]()
However, the latest build seems to have some physics problems (with or without that new switch enabled or AA forced on / off) as I noticed on JP's recent AFM (914) / v2.4) that the ball can go straight through the flippers and end up bouncing around the bottom like it's higher off the playfield than the typical ball height. It was still held back seemingly by the apron which top height was 70 and when changed to be no taller than 50, the ball went further past. Seems to be lifted off the playfield in those glitch circumstances by about one ball height.
I have not done much other testing but wanted to get you a quick update and with the bit of extra information that may help resolve this odd flipper / ball physics issue.
EDIT:
Seems the ball higher than the playfield may be somewhat accurate (or maybe more accurately, the playfield being on ball unit higher) when comparing these two screen shots from a basic new table between revs 499 and 507. It looks like the objects have inverted in colour and height attributes.
New table capture in rev499.PNG 198.54KB
31 downloads
New table capture in rev507.PNG 133.36KB
31 downloads
Edited by jimmyfingers, 01 April 2013 - 07:00 PM.
#275
Posted 01 April 2013 - 06:40 PM
Thanks a ton Toxie for adding that Region Optimization switch which seems to fix that graphic glitch with forced AA and with very little or no impact on performance - you made my week already with that change and I'm finally now able to use the latest VP with AA again!![]()
However, the latest build seems to have some physics problems (with or without that new switch enabled or AA forced on / off) as I noticed on JP's recent AFM (914) / v2.4) that the ball can go straight through the flippers and end up bouncing around the bottom like it's higher off the playfield than the typical ball height. It was still held back seemingly by the apron which top height was 70 and when changed to be no taller than 50, the ball went further past. Seems to be lifted off the playfield in those glitch circumstances by about one ball height.
I have not done much other testing but wanted to get you a quick update and with the bit of extra information that may help resolve this odd flipper / ball physics issue.
To me, the black lines, flipper disappearing etc... are still there. I confirm the AFM bug.
Edited by Argo, 01 April 2013 - 06:43 PM.
#276
Posted 01 April 2013 - 06:54 PM
@Argo - the black lines glitch was not the one being addressed. That has always been there for VP since the beginning using forced AA but a new item was introduced after rev. 360 / 361 where drop walls and alpha ramps had drawing / layering issues in tables where they overlap and other conditions existed.
#277
Posted 01 April 2013 - 06:55 PM
@Argo - the black lines glitch was not the one being addressed. That has always been there for VP since the beginning using forced AA but a new item was introduced after rev. 360 / 361 where drop walls and alpha ramps had drawing / layering issues in tables where they overlap and other conditions existed.
Ah ok!
#278
Posted 01 April 2013 - 08:19 PM
rev 509 should fix the issues with the strange physics, rendering problems, etc. on some of the tables that i introduced in 505..
the problem was that some tables still use the very old 'outer' wall functionality (also the builtin/'new' table uses it) that i assumed wasn't needed anymore..
please test the new rev and let me know if some tables still act weird..
#280
Posted 01 April 2013 - 08:46 PM
Yeah, I meant to put the non sse compiled build in the dropbox before I had gone to bed as that doesn't exhibit the same physics issues, but I guess I grabbed the wrong one. Anyway, 509 is compiled and in the dropbox now and will updated my sig in a minute or so.


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