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VP10 is here (beta)

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#3201 chepas

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Posted 29 October 2015 - 09:53 PM

 

first of all make sure you have the latest revision from svn as i did some more (unrelated, but who knows ;)) changes.

 

Thanks, I must've switched off the material opacity while playing and didn't switch back.  :BDH:

 

The other object, that was a cylinder under playfield has to be set dynamic to be visible now. This was on 2296 I think so that may be different with update, will check.

 

 

otherwise you get weird effects

 

These effects have only been introduced recently because even with an enabled reflection there before it was ok. It's no worry though, thanks.


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#3202 toxie

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Posted 29 October 2015 - 10:44 PM

True.. Static Objects will not work 'under the playfield' anymore.. So they have to be dynamic now to show up through a transparent playfield..

As for the reflection: Enabled reflection does not make sense anyhow for such objects, as you have a hole in the playfield, so there cannot be a reflection in the first place.. ;)

 

But the reasons for all these changes should also make up for it:

Much less memory used if reflections enabled.

No more rendering errors on some systems.

And now objects that vanish into the table (like the Ringmaster) will not have a weird reflection -above- the table anymore.

Some previously missing reflections now are correct (like the WOW targets on CV).


Edited by toxie, 29 October 2015 - 10:45 PM.


#3203 chepas

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Posted 29 October 2015 - 11:05 PM

 

As for the reflection: Enabled reflection does not make sense anyhow for such objects, as you have a hole in the playfield, so there cannot be a reflection in the first place.. ;)

 

It is above the playfield at points in the game though, so it's one or the other I think?


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#3204 toxie

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Posted 29 October 2015 - 11:41 PM

you should be able to dynamically set the ReflectionEnabled property of the element in question though.



#3205 chepas

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Posted 29 October 2015 - 11:49 PM

Yes, that will do, I wasn't sure if that was possible.


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#3206 fuzzel

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Posted 30 October 2015 - 09:20 AM

rev2310 is up:

 

- render opaque decals to the static buffer
- add additional debug/F11 mode switch to display static buffer only
- fix problem if no reflections enabled
- Code Viewer: Added fonts. It was mentioned VHD-DTVs things are tiny.
- fix depth buffer when rendering the static/mirror buffer, was missing the depth info of the static elements
- multiple bug fixes



#3207 jpsalas

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Posted 30 October 2015 - 12:24 PM

I'm afraid thereis something wrong with this build. The ball goes through the objects (plunger, walls), and VP hangs. I have only tested in one computer, but it happens on all the tables I have tried.


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#3208 fuzzel

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Posted 30 October 2015 - 12:27 PM

oh you're right. I have removed the last revision from the first post and will update it again when this is fixed.



#3209 fuzzel

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Posted 30 October 2015 - 12:41 PM

ok rev2311 is up and fixed the bug introduced in rev2310.



#3210 toxie

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Posted 30 October 2015 - 01:42 PM

As for the new/secondary F11 mode: Authors can now visualize only the static objects with this. The rule of thumb is: The more objects you can get to show up in this buffer, the better your overall gameplay performance will be in the end.

But of course static objects are limited in what they can do, so don't try too hard (e.g. going insane over it :)).

But it might help to spot some objects that could be made static/which were "forgotten"/have opacity enabled although they don't need to.



#3211 Kaan

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Posted 30 October 2015 - 02:59 PM

This feature could help me as an end user too. I can find out what to sacrifice for performance or fix stuff. :)

 

 

Edit: It does help. :D


Edited by Kaan, 30 October 2015 - 03:15 PM.


#3212 dyopp21

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Posted 30 October 2015 - 04:03 PM

Update on the Aero/tearing issue.

@jimmyfingers is correct....

We have a weekly Thursday night pinball gathering/mellowship in the Den of Pin. As a test this week, I left Aero turned on but didn't mention it to anyone. I figured that would be the real test of if the lag is sufficient enough for people to notice since these folks have been playing my machines for a couple of years now. Well, it wasn't long before the chatter began. "Anyone else notice that the flippers seem a little laggy tonight?"

So I went in and turned the Aero back off. I guess I'll have to just live with the screen tearing. Because, like jimmyfingers indicated earlier, it's the lesser of these two evils.

On a related but side note: has anyone else here played the VPX version of Victory? Ever since I loaded that one up about half of our players have indicated that they feel the flippers are laggy on that table, although myself and many other just feel it has to do with the added weight of the ball in VPX. Anyone else experienced this with that one particular table?

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#3213 Slydog43

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Posted 30 October 2015 - 05:04 PM

I also was excited a while back when I saw the improvement of tearing when aero was turned on, but just as dyopp21 noticed, there is lag when turned on.  Flipper lag ruins the whole experience, i have it turned off for good.



#3214 kiwi

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Posted 30 October 2015 - 05:25 PM

True.. Static Objects will not work 'under the playfield' anymore.. So they have to be dynamic now to show up through a transparent playfield..

So the kickerCup / Hole (now not visible) must be replaced with a dynamic 3D model?

 
Thanks very much for all the improvements.

 

Max



#3215 fuzzel

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Posted 30 October 2015 - 07:52 PM

As a workaround yes. There were changes made to optimize the reflection handling in rev2295 that prevent the rendering of the build-in kicker meshes.



#3216 Shockman

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Posted 30 October 2015 - 11:27 PM

The pac maze lights I mentioned are below the playfield. Still broken. I can move them above the playfield, but these are inserts. Any way to move the clip to the bottom of the playfield instead of the top, or is that asking you to undo all you did? Lights under the playfield are pretty handy on a pin. Lights don't work with the reflections either, but we've been over that. I guess kickers are getting the love this round. Maybe the same trick would apply?


Edited by Shockman, 30 October 2015 - 11:31 PM.


#3217 darquayle

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Posted 31 October 2015 - 01:34 AM

I've done searches but can't seem to find the solution to this problem.  I have a few VPX tables that have a horizontal shaded portion of the table.  Not all tables have this issue.  Attached is an example of one of them.  Any solutions?

Attached Files



#3218 BananaBoat

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Posted 31 October 2015 - 05:14 AM

Ok team, I'be been away from these forums for the best part of a year now due to personal reasons and have come back and taken a look at the latest revision of VPX .

Now by no means is this this a post about bashing efforts made to date, however I have a few serious concerns.

Firstly the PC setup.
i5, 3.33Ghz CPU, 4GB Ram
NVidia GTX 670
Win7 64bit
I have updated to the latest NVidia drivers.

First impressions are that whilst visually a lot of improvements have been made, physics and general gameplay are still lacking. I have what seems to skipped frames, despite frame rates of 200FPS+. No matter how I set video options in VPX, this issue does not go away.

Secondly, there are strange physics at work, especially at low ball velocity in the inlanes to the flippers. The ball seems to accelerate for no reason.

The ball in general just seems to lack the impressiin of weight. To me it seems to just float.

Finally - the NUDGE. I am hopeing this is not yet fixed or can be calibrated somehow because it's just woeful in a cabinet.

I would like to have a genuine discussion regarding these issues to help delve further and identify/ address these issues.

Thanks.

#3219 Umpa

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Posted 31 October 2015 - 05:26 AM

I've done searches but can't seem to find the solution to this problem.  I have a few VPX tables that have a horizontal shaded portion of the table.  Not all tables have this issue.  Attached is an example of one of them.  Any solutions?

I have the same issue

#3220 dyopp21

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Posted 31 October 2015 - 05:50 AM

Ok team, I'be been away from these forums for the best part of a year now due to personal reasons and have come back and taken a look at the latest revision of VPX .

Now by no means is this this a post about bashing efforts made to date, however I have a few serious concerns.

Firstly the PC setup.
i5, 3.33Ghz CPU, 4GB Ram
NVidia GTX 670
Win7 64bit
I have updated to the latest NVidia drivers.

First impressions are that whilst visually a lot of improvements have been made, physics and general gameplay are still lacking. I have what seems to skipped frames, despite frame rates of 200FPS+. No matter how I set video options in VPX, this issue does not go away.

Secondly, there are strange physics at work, especially at low ball velocity in the inlanes to the flippers. The ball seems to accelerate for no reason.

The ball in general just seems to lack the impressiin of weight. To me it seems to just float.

Finally - the NUDGE. I am hopeing this is not yet fixed or can be calibrated somehow because it's just woeful in a cabinet.

I would like to have a genuine discussion regarding these issues to help delve further and identify/ address these issues.

Thanks.


Turn off Ambient Occlusion and see if that corrects your stutter issue.
The weird physics on rubbers (sudden acceleration) are being worked on. If an invisible wall is created around the rubbers and the rubbers are set to non-collidable, it works much better.
I disagree on the ball float. But I guess that's a matter of perception.
If, on the nudge issue, you are talking about lack of making the ball "curve" in open space, actually I feel this is more realistic to me than the ability to laterally nudge the table and put heaps of English on a ball that isn't making contact with a rubber or some other object. So, that is by design. You may need to play with some of the settings to dial it in though.

Yopp.


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