Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#3101 hauntfreaks

hauntfreaks

    Real 4K Tables Since 2013

  • VIP
  • 2,523 posts
  • Location:South Jersey

  • Flag: United States of America

  • Favorite Pinball: -<3<3<3 All Real Pins



Posted 24 October 2015 - 08:46 PM

 I simply added the vbs files to the scripts folder and it worked fine, is there a reason you aren't able to do that?


I can confirm that 2266 didn't "fix" it though

 

yeah I did the same... and its working... I'm just wondering what the point for the change this far into the beta.... its not a big deal, just seems like a personal preference change 


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3102 Jafjas

Jafjas

    Enthusiast

  • Silver Supporter
  • 103 posts

  • Flag: Netherlands

  • Favorite Pinball: terminator 2, Tron, Attack from Mars

Posted 24 October 2015 - 09:23 PM

I've experienced the breaking line moving to another part of the screen as well. During the last few months I've tried 0/1/2/60/120, with different pre-render options and a different setting will make the line move around, but it's still there. And if the flipper is in the break line it's pretty visible as well. If you have the old EM table "Space Walk" load it up and check out the top right flipper. I would imagine it's going to be right on the line and it makes a mess of it.
Sent from my iPhone using Tapatalk
Hey,

I also tried the all the settings you mentioned but with no luck either.
What I did noticed was that when rapidly pushing the flipper buttons I could see the break line moving from the left to the right as if it was some kind of scan line.
I also noticed the phenomenon with vp 9.xx.
But there is no such thing while playing the pinball arcade or Zen pinball.
So I don't think it's a monitor or hardware problem.
I have a not to fancy 37" LG monitor.
My pc specs are:
I5
Nvidia GeForce 760
6 Gb memory
120gb SSD Samsung evo

Jasper

Edited by Jafjas, 24 October 2015 - 09:41 PM.


#3103 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 24 October 2015 - 11:20 PM

 

 

 

I've experienced the breaking line moving to another part of the screen as well. During the last few months I've tried 0/1/2/60/120, with different pre-render options and a different setting will make the line move around, but it's still there. And if the flipper is in the break line it's pretty visible as well. If you have the old EM table "Space Walk" load it up and check out the top right flipper. I would imagine it's going to be right on the line and it makes a mess of it.
Sent from my iPhone using Tapatalk
Hey,

I also tried the all the settings you mentioned but with no luck either.
What I did noticed was that when rapidly pushing the flipper buttons I could see the break line moving from the left to the right as if it was some kind of scan line.
I also noticed the phenomenon with vp 9.xx.
But there is no such thing while playing the pinball arcade or Zen pinball.
So I don't think it's a monitor or hardware problem.
I have a not to fancy 37" LG monitor.
My pc specs are:
I5
Nvidia GeForce 760
6 Gb memory
120gb SSD Samsung evo

Jasper

 

 

See if your video display settings in Windows are at 60Hz



#3104 Brandrew

Brandrew

    Hobbyist

  • Members
  • PipPip
  • 36 posts
  • Location:Newcastle

  • Flag: United Kingdom

  • Favorite Pinball: Terminator 2

Posted 25 October 2015 - 10:08 AM

yeah I did the same... and its working... I'm just wondering what the point for the change this far into the beta.... its not a big deal, just seems like a personal preference change 

 

 

It's been like this for 10 years! If jpsalas is to believed. ;) I just didn't know. The code was missing the additional paths.

Zero bug tolerance. :)

 

 

 

yea that's the one. Looks related to the stuff brandrew has been working on. not a big deal but it should be noted somewhere if the change is going to be permanent

 

Sorry, hands up, guilty. :wimper:  I wrongly assumed core.vbs working copy was kept in scripts folder, assumptions eh? Part of the human condition. As for making it permanent - that's up to you, the users! Just to confirm it is definitely the tables folder.
BTW I know those colours are horrible in the code viewer, I'm doing colors/colours & fonts ATM, then the grunt work of intelisense.
Thanks for your patience during these troubling times.

 

 

Actually the vbs files should be in the scripts folder. The reason that they were copied to the tables folder was a wrong line in the Sub LoadVBS. But that was fixed more than 10 years ago. But it is good that you can put another set of vbs files in the table's folder for testing purposes (not taht many of us do core.vbs testing :) ). The vbs files are much easier to update when they are just in one place and not in my 20 or more folders with tables (you know, some sorted by author, other by year, and then you have vp7 tables, vp8 tables, vp9 tables, pm5 tables, vpx tables which may also be sorted by other categories, original, computer, EM, vpm, etc :) )

 



#3105 jpsalas

jpsalas

    Grand Schtroumpf

  • VIP
  • 7,328 posts
  • Location:I'm Spanish, but I live in Oslo (Norway)

  • Flag: Norway

  • Favorite Pinball: I like both new and old, but I guess I prefer modern tables with some rules and goals to achieve.



Posted 25 October 2015 - 12:00 PM

About the vbs files:

 

I think the newest table I have with the old code is from 2003. The Sub LoadVPM looked like this:

Sub LoadVPM(VPMver, VBSfile, VBSver)
	On Error Resume Next
		If ScriptEngineMajorVersion < 5 Then MsgBox "VB Script Engine 5.0 or higher required"
		ExecuteGlobal CreateObject("Scripting.FileSystemObject").OpenTextFile(VBSfile, 1).ReadAll
		If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description
		Set Controller = CreateObject("VPinMAME.Controller")
		If Err Then	MsgBox "Unable to load VPinMAME." & vbNewLine & Err.Description
		If VPMver > "" Then
			If Controller.Version < VPMver Then MsgBox "This table requires VPinMAME ver " & VPMver & " or higher."
		End If
		If VPinMAMEDriverVer < VBSver Then MsgBox "This table requires " & VBSFile & " ver " & VBSver & " or higher."
	On Error Goto 0
End Sub

In red color you can see the offending line. With this sub the vbs files had to be in the tables folder:

 

ExecuteGlobal CreateObject("Scripting.FileSystemObject").OpenTextFile(VBSfile, 1).ReadAll

 

I guess it was destruk who made the change so the sub became what we use now, at least for vpinmame:

Sub LoadVPM(VPMver, VBSfile, VBSver)
	On Error Resume Next
		If ScriptEngineMajorVersion < 5 Then MsgBox "VB Script Engine 5.0 or higher required"
		ExecuteGlobal GetTextFile(VBSfile)
		If Err Then MsgBox "Unable to open " & VBSfile & ". Ensure that it is in the same folder as this table. " & vbNewLine & Err.Description : Err.Clear
		Set Controller = CreateObject("VPinMAME.Controller")
		If Err Then MsgBox "Can't Load VPinMAME." & vbNewLine & Err.Description
		If VPMver>"" Then If Controller.Version < VPMver Or Err Then MsgBox "VPinMAME ver " & VPMver & " required." : Err.Clear
		If VPinMAMEDriverVer < VBSver Or Err Then MsgBox VBSFile & " ver " & VBSver & " or higher required."
End Sub

Now you can see the new line in red. With this line  the vbs could be in the tables folder or in the script folder.

 

ExecuteGlobal GetTextFile(VBSfile)

 

I remember when I started playing with VP in 2005 (I think :) ) that I used to change that line on many of the tables, because some tables worked and some not. That's why I guess the change came at least 10 years ago :)

 

And I repeat again: to me to have the vbs in the script folder is the most logical and practical. And I guess destruk or who ever made that change thought about the same.


Edited by jpsalas, 25 October 2015 - 12:01 PM.

If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#3106 Jafjas

Jafjas

    Enthusiast

  • Silver Supporter
  • 103 posts

  • Flag: Netherlands

  • Favorite Pinball: terminator 2, Tron, Attack from Mars

Posted 25 October 2015 - 03:33 PM

I've experienced the breaking line moving to another part of the screen as well. During the last few months I've tried 0/1/2/60/120, with different pre-render options and a different setting will make the line move around, but it's still there. And if the flipper is in the break line it's pretty visible as well. If you have the old EM table "Space Walk" load it up and check out the top right flipper. I would imagine it's going to be right on the line and it makes a mess of it.
Sent from my iPhone using Tapatalk
Hey,
I also tried the all the settings you mentioned but with no luck either.
What I did noticed was that when rapidly pushing the flipper buttons I could see the break line moving from the left to the right as if it was some kind of scan line.
I also noticed the phenomenon with vp 9.xx.
But there is no such thing while playing the pinball arcade or Zen pinball.
So I don't think it's a monitor or hardware problem.
I have a not to fancy 37" LG monitor.
My pc specs are:
I5
Nvidia GeForce 760
6 Gb memory
120gb SSD Samsung evo
Jasper
 
See if your video display settings in Windows are at 60Hz

Hello,

I checked and the display runs at 60Hz.
One thing I also noticed is that when my backglass is flashing a lot I also see some lines in the flashes on the backglass. Seems like a problem affecting all my monitors.
Very strange.
@Dyopp21 do you also have this problem?

Jasper

#3107 Scorp.ius

Scorp.ius

    Enthusiast

  • Members
  • PipPipPip
  • 87 posts

  • Flag: Germany

  • Favorite Pinball: none

Posted 25 October 2015 - 03:42 PM

Hi just a short question: Is it ok to copy all those files included in the vp10 archive into the Visual Pinball folder which contains VP9.9? Will 9.9 run after that the same way, as before?

Or how can I install VP10 on my Cab? (I installed VPM 2.6 already)



#3108 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 25 October 2015 - 03:50 PM

Yes, just overwrite everything old. and put all scripts into the scripts folder. This is just so much more consistent.

#3109 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 25 October 2015 - 04:30 PM

 

 

 

 

 

I've experienced the breaking line moving to another part of the screen as well. During the last few months I've tried 0/1/2/60/120, with different pre-render options and a different setting will make the line move around, but it's still there. And if the flipper is in the break line it's pretty visible as well. If you have the old EM table "Space Walk" load it up and check out the top right flipper. I would imagine it's going to be right on the line and it makes a mess of it.
Sent from my iPhone using Tapatalk
Hey,
I also tried the all the settings you mentioned but with no luck either.
What I did noticed was that when rapidly pushing the flipper buttons I could see the break line moving from the left to the right as if it was some kind of scan line.
I also noticed the phenomenon with vp 9.xx.
But there is no such thing while playing the pinball arcade or Zen pinball.
So I don't think it's a monitor or hardware problem.
I have a not to fancy 37" LG monitor.
My pc specs are:
I5
Nvidia GeForce 760
6 Gb memory
120gb SSD Samsung evo
Jasper
 
See if your video display settings in Windows are at 60Hz

Hello,

I checked and the display runs at 60Hz.
One thing I also noticed is that when my backglass is flashing a lot I also see some lines in the flashes on the backglass. Seems like a problem affecting all my monitors.
Very strange.
@Dyopp21 do you also have this problem?

Jasper

 

 

The tv's are running in Game mode?



#3110 dyopp21

dyopp21

    Pinball Badass

  • Platinum Supporter
  • 503 posts
  • Location:Arlington,TN

  • Flag: United States of America

  • Favorite Pinball: Firepower

  • PS3 Gamer Tag: dyopp21

Posted 25 October 2015 - 05:15 PM

 

 

 

 

 

 

I've experienced the breaking line moving to another part of the screen as well. During the last few months I've tried 0/1/2/60/120, with different pre-render options and a different setting will make the line move around, but it's still there. And if the flipper is in the break line it's pretty visible as well. If you have the old EM table "Space Walk" load it up and check out the top right flipper. I would imagine it's going to be right on the line and it makes a mess of it.
Sent from my iPhone using Tapatalk
Hey,
I also tried the all the settings you mentioned but with no luck either.
What I did noticed was that when rapidly pushing the flipper buttons I could see the break line moving from the left to the right as if it was some kind of scan line.
I also noticed the phenomenon with vp 9.xx.
But there is no such thing while playing the pinball arcade or Zen pinball.
So I don't think it's a monitor or hardware problem.
I have a not to fancy 37" LG monitor.
My pc specs are:
I5
Nvidia GeForce 760
6 Gb memory
120gb SSD Samsung evo
Jasper
 
See if your video display settings in Windows are at 60Hz

Hello,

I checked and the display runs at 60Hz.
One thing I also noticed is that when my backglass is flashing a lot I also see some lines in the flashes on the backglass. Seems like a problem affecting all my monitors.
Very strange.
@Dyopp21 do you also have this problem?

Jasper

 

 

The tv's are running in Game mode?

 

I haven't noticed the tearing in the back glass.  I'll keep a closer eye on that and report back. 

I don't think it is a TV setting.  I've seen the tearing on three cabinets with 3 different TV's as well as my test system on a computer monitor.  I have to make the assumption at this point that it is originating in some setting either in VPX or Nvidia.  


Virtual Pinball: see one, do one, TEACH ONE.

 

2qszd43.png


#3111 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 25 October 2015 - 05:32 PM

Well, don't know what is causing it then. But to be honest I'm not having it anymore in my new TV, or is a placebo effect because tv and pc are new... but I know what you are referring because I have seen it before. Do other people notice this? If it is only happening with VP, then you are correct, it's a VP "thing".

 

I hope we can figure it out together. I'll post my settings to see if that helps. Do you have a table that can be use as a example of bad tearing? So I can test that one.



#3112 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 26 October 2015 - 05:43 AM


Maybe you could add a test for this case?
Cause i already sense that this might give use some debugging trouble at some point.  ;)

Yep I've already done that :D If no ball could be found an error message is displayed and the game will stop playing but VP won't crash anymore.
 

Well that's a bummer as I figured it would be similar to ramps but shapable/thickness.. So I guess there is no way of getting around using blender or a 3D modeling program, some of us aren't that good at it unfortunately.. I guess I'll have to take a few months and try and wrap my head around how to actually use the program, but to be honest it's not that user friendly. I was trying to think of an easier way for some of us without 3D modeling skills to accomplish the same effect(s).. :-)
Anyway, how exactly dose the table field hight work? I've been playing around with it. If I raise the table field hight to say 50 how do I get a ball to fall though a hole in a pf? I know there are other ways to do this like using a good old fashioned wall object with a hight of 50 as my pf and cut a hole out of the wall. So it got me thinking and wondering exactly how the table field hight works as I can't seem to make a ball fall though it with anything I'v tried so far.

Yes I can understand that but the point is that editing the height of a wall can become really complicated if you have a complex wall shape. A ramp is much simpler.


So my question on table field hight was never answered. Can someone shed some light on that feature for me as it seems to really do nothing, or I'm trying to use it wrong.

Edited by ICPjuggla, 26 October 2015 - 05:48 AM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#3113 Jafjas

Jafjas

    Enthusiast

  • Silver Supporter
  • 103 posts

  • Flag: Netherlands

  • Favorite Pinball: terminator 2, Tron, Attack from Mars

Posted 26 October 2015 - 09:37 AM

Well, don't know what is causing it then. But to be honest I'm not having it anymore in my new TV, or is a placebo effect because tv and pc are new... but I know what you are referring because I have seen it before. Do other people notice this? If it is only happening with VP, then you are correct, it's a VP "thing".

 

I hope we can figure it out together. I'll post my settings to see if that helps. Do you have a table that can be use as a example of bad tearing? So I can test that one.

 

I have it on all tables but for example on the circus voltair table I can see it quite good on the flippers, when moving them rapidly at the same time. When doing so I can see the tearing line creap from the left to the right over the flipper, deviding the flipper in two peaces. But again I have this on all tables.

The same for flashers going of in for example the "dirty harry" table, I jcan see clear lines cutting the lightflash in half.

Today I'll test it on another system and report back.

 

Thanks for your replies so far!

 

Jasper



#3114 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 26 October 2015 - 09:43 AM

 

 

Maybe you could add a test for this case?
Cause i already sense that this might give use some debugging trouble at some point.  ;)

Yep I've already done that :D If no ball could be found an error message is displayed and the game will stop playing but VP won't crash anymore.
 

Well that's a bummer as I figured it would be similar to ramps but shapable/thickness.. So I guess there is no way of getting around using blender or a 3D modeling program, some of us aren't that good at it unfortunately.. I guess I'll have to take a few months and try and wrap my head around how to actually use the program, but to be honest it's not that user friendly. I was trying to think of an easier way for some of us without 3D modeling skills to accomplish the same effect(s).. :-)
Anyway, how exactly dose the table field hight work? I've been playing around with it. If I raise the table field hight to say 50 how do I get a ball to fall though a hole in a pf? I know there are other ways to do this like using a good old fashioned wall object with a hight of 50 as my pf and cut a hole out of the wall. So it got me thinking and wondering exactly how the table field hight works as I can't seem to make a ball fall though it with anything I'v tried so far.

Yes I can understand that but the point is that editing the height of a wall can become really complicated if you have a complex wall shape. A ramp is much simpler.


So my question on table field hight was never answered. Can someone shed some light on that feature for me as it seems to really do nothing, or I'm trying to use it wrong.

 

When you want a hole in the playfield there are two methods:

1. use a kicker with fall-through mode active

2. use a playfield image where you alpha-masked out the whole area

 

Take a look at Fren's tables AMH or KingPin as far as I remember correctly he used this method on those tables.



#3115 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 26 October 2015 - 10:08 AM

 

Well, don't know what is causing it then. But to be honest I'm not having it anymore in my new TV, or is a placebo effect because tv and pc are new... but I know what you are referring because I have seen it before. Do other people notice this? If it is only happening with VP, then you are correct, it's a VP "thing".

 

I hope we can figure it out together. I'll post my settings to see if that helps. Do you have a table that can be use as a example of bad tearing? So I can test that one.

 

I have it on all tables but for example on the circus voltair table I can see it quite good on the flippers, when moving them rapidly at the same time. When doing so I can see the tearing line creap from the left to the right over the flipper, deviding the flipper in two peaces. But again I have this on all tables.

The same for flashers going of in for example the "dirty harry" table, I jcan see clear lines cutting the lightflash in half.

Today I'll test it on another system and report back.

 

Thanks for your replies so far!

 

Jasper

 

 

Ok. What type of connection are you using? DVI, HDMI or DVI to HDMI?

I will try those tables and see if I can notice something.

 

No problem mate, we are here to help each other ;)



#3116 Jafjas

Jafjas

    Enthusiast

  • Silver Supporter
  • 103 posts

  • Flag: Netherlands

  • Favorite Pinball: terminator 2, Tron, Attack from Mars

Posted 26 October 2015 - 11:05 AM

@ Vampirolatino2

 

My playfield monitor is connected via a hdmi cable but is connected to my graphicscard via a hdmi-to-diplayport dongle.

My backglass monitor is connected via a HDMI-to-DVI dongle.

At least I think how it's set up. I'm at work right now so I'm not able tot check my cab at the moment.

Could this be the culprit? How do you have your monitors connected?

I tested vpx on another desktop pc and on this one I see no tearing lines.

 

Correct me if I'm wrong but should vsync not fight the screen tearing? looks like although enabled in nvidia settings vsync is not working.

If I disable in nvidia and enable in vpx I get terrible stutter


Edited by Jafjas, 26 October 2015 - 11:37 AM.


#3117 ICPjuggla

ICPjuggla

    Early Retirement

  • VIP
  • 1,193 posts

  • Flag: United States of America

  • Favorite Pinball: Star Wars

Posted 26 October 2015 - 02:28 PM

Maybe you could add a test for this case?
Cause i already sense that this might give use some debugging trouble at some point.  ;)

Yep I've already done that :D If no ball could be found an error message is displayed and the game will stop playing but VP won't crash anymore.
 

Well that's a bummer as I figured it would be similar to ramps but shapable/thickness.. So I guess there is no way of getting around using blender or a 3D modeling program, some of us aren't that good at it unfortunately.. I guess I'll have to take a few months and try and wrap my head around how to actually use the program, but to be honest it's not that user friendly. I was trying to think of an easier way for some of us without 3D modeling skills to accomplish the same effect(s).. :-)
Anyway, how exactly dose the table field hight work? I've been playing around with it. If I raise the table field hight to say 50 how do I get a ball to fall though a hole in a pf? I know there are other ways to do this like using a good old fashioned wall object with a hight of 50 as my pf and cut a hole out of the wall. So it got me thinking and wondering exactly how the table field hight works as I can't seem to make a ball fall though it with anything I'v tried so far.

Yes I can understand that but the point is that editing the height of a wall can become really complicated if you have a complex wall shape. A ramp is much simpler.

So my question on table field hight was never answered. Can someone shed some light on that feature for me as it seems to really do nothing, or I'm trying to use it wrong.
When you want a hole in the playfield there are two methods:
1. use a kicker with fall-through mode active
2. use a playfield image where you alpha-masked out the whole area
 
Take a look at Fren's tables AMH or KingPin as far as I remember correctly he used this method on those tables.

So for the second method your saying if I alpha mask an area and put the table hight to say 50 the ball will fall though the alpha masked hole. Tried that and it doesn't work.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#3118 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 26 October 2015 - 02:38 PM

Sorry stupid me. The second option doesn't work as you want this way you can only mask out playfield areas so the you could see a VUK or subway system (primitives) but it won't punsh a hole in the playfield. The only way to do that is method one: setting a kicker with option "fall-through".

 

Edit: here is a simple example how it works.

Attached Files


Edited by fuzzel, 26 October 2015 - 02:46 PM.


#3119 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 26 October 2015 - 03:54 PM

@ Vampirolatino2

 

My playfield monitor is connected via a hdmi cable but is connected to my graphicscard via a hdmi-to-diplayport dongle.

My backglass monitor is connected via a HDMI-to-DVI dongle.

At least I think how it's set up. I'm at work right now so I'm not able tot check my cab at the moment.

Could this be the culprit? How do you have your monitors connected?

I tested vpx on another desktop pc and on this one I see no tearing lines.

 

Correct me if I'm wrong but should vsync not fight the screen tearing? looks like although enabled in nvidia settings vsync is not working.

If I disable in nvidia and enable in vpx I get terrible stutter

 

That is correct. Vsync eliminates or greatly reduce the screen tearing. This was invented for PC gaming that runs more faster than the monitor refresh rate.

Don't quote me on this, but I think is the dongles you are using. Try to connect at least the PLayfield TV or Monitor from HDMI to HDMI. Using only a cable, no converters in place... if you can/have a port in the Video Card.



#3120 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 26 October 2015 - 04:14 PM

and try to enable PC or Game mode on your TV, maybe that also comes into play.







Also tagged with one or more of these keywords: VP10