Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#3281 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 01 November 2015 - 07:18 AM

39" in a standard size cab 1080p@60hz  (1920x1080) no dof :(  i'm lame

19" mini cab 1080p@60hz  (1920x1080) no dof


 26794541816_30ca1cca80_o.gif 43109635392_fc11af1a57_o.gif


#3282 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 01 November 2015 - 07:25 AM

02d57b161e512c991e85a6c687ab5841.jpg

Hard to see but those are the parameters I'm achieving with my rig. Should not be tearing or stuttering. Clean Windows install, no other software has ever run on this machine. I am doubting its a setup issue given VP9 runs extremely smooth.

I'm going to give up and see where this development lands and if others have this issue when it's eventually released. I just hope further optimizations are made between now and then.


Edit: one last thing where is the latest vpinmame.dll, worth testing as I havent updated it in a while. Thanks

Edited by BananaBoat, 01 November 2015 - 08:16 AM.


#3283 evilantal

evilantal

    Enthusiast

  • Members
  • PipPipPip
  • 110 posts
  • Location:Arnhem

  • Flag: Netherlands

  • Favorite Pinball: Star Wars

Posted 01 November 2015 - 08:27 AM

And it must have started with later revisions of vpx, because it wasn't always like this...

Sent from my XT1092 using Tapatalk

Any luck finding a fix? I haven't yet.
No. I'm hoping maybe fren can shed some light on this as he's the author of both our example cases.

I know you don't actively support tftc, fren. But maybe it's something simple...

Sent from my XT1092 using Tapatalk

#3284 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 01 November 2015 - 08:36 AM

02d57b161e512c991e85a6c687ab5841.jpg

Hard to see but those are the parameters I'm achieving with my rig. Should not be tearing or stuttering. Clean Windows install, no other software has ever run on this machine. I am doubting its a setup issue given VP9 runs extremely smooth.

I'm going to give up and see where this development lands and if others have this issue when it's eventually released. I just hope further optimizations are made between now and then.


Edit: one last thing where is the latest vpinmame.dll, worth testing as I havent updated it in a while. Thanks

 

Weird, you have good results. Maybe try and put 1 in the max pre-render frame in the video options.



#3285 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 08:39 AM

Or 0, which disables it.

 

Visual PinMAME: http://www.vpforums....ic=27063&page=1


Edited by toxie, 01 November 2015 - 08:40 AM.


#3286 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 01 November 2015 - 08:42 AM

My setup is relative new, New Vizio 43 inch, i5, 970 gpu iirc lol, 8gb ram, 254gb ssd, etc. Have the options all at max. Using B2S. Resolution is UHD, so it is triple of 1080p, don't remember it right now. No DOF atm because I have not completed the cabinet yet.

 

No stuter, but "low FPS" because of max settings and resolution.

 

Oh, it is a clean install of Windows 10, up to date drivers and updates. Internet enabled. FP, PA, PFX2, VP9.x, VP9.9, VP PM5 and VP10 installed. Some benchmark programs. Windows Defender enabled. Malware bytes enabled. Network monitor enabled. Steam. ... and I think that's it. Maybe some other programs installed, but not much.


Edited by vampirolatino2, 01 November 2015 - 08:58 AM.


#3287 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 01 November 2015 - 09:18 AM

No stutter on six million dollar man, same settings.
Frame rate 415
Period 2.6

#3288 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 09:46 AM

Maybe its really 'just' related to some of the tables.

Some feature insanely detailed primitives that are also used for collisions, and this can be the cause for micro-stuttering.

 

So maybe you can track down if the stutter is correlated to certain regions where the ball is travelling, and then the author can fix that in the next table update.


@Shockman: I'll look into these issues. This clearly shouldn't happen. Also the kickers are currently not rendered correctly, as kiwi and fuzzel pointed out, which is also not intended.  :/

 

Fixed.

 

@Shockman: btw: You can also use alpha cutouts on the playfield image instead of kicker holes to make holes into the playfield, like chepas did on the EvilDead table. This is faster to render in the end.



#3289 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 01 November 2015 - 09:56 AM



Maybe its really 'just' related to some of the tables.
Some feature insanely detailed primitives that are also used for collisions, and this can be the cause for micro-stuttering.
 
So maybe you can track down if the stutter is correlated to certain regions where the ball is travelling, and then the author can fix that in the next table update.


I think this is actually the most accurate determination so far in this diagnosis and I'll try do as you suggest.
The other thing I noticed is that the ball tends to build up crazy spin (more than a real pinball arguably) and that spinning gives the impression of micro-stutter. That's just my observation.

#3290 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 10:53 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 just re-checked. This was introduced with the stereo3D-changes. So i fear Fren has to update the tables in question, basically the big GI lights have the 'wrong' height setting now (they reach partially 'behind' the camera, which wasn't that much of a problem before in this special case).



#3291 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 11:16 AM

I also just limited the ball spin artificially, to avoid extreme ball spins in some strange cases.



#3292 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 01 November 2015 - 11:17 AM

How is that done?

#3293 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 12:44 PM

@BB: Limiting the maximum angular momentum the ball can have.

 

 

@all: The next build will feature static AO that is always enabled. So all people that needed to disable ambient occlusion before due to performance reasons will now get at least AO for all the static elements 'for free' (still NVIDIA only though for now).



#3294 Kaan

Kaan

    Enthusiast

  • Members
  • PipPipPip
  • 118 posts

  • Flag: Turkey

  • Favorite Pinball: medieval madness

Posted 01 November 2015 - 01:25 PM

That is fantastic!



#3295 vampirolatino2

vampirolatino2

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,430 posts

  • Flag: Spain

  • Favorite Pinball: Medieval Madness

Posted 01 November 2015 - 01:28 PM

No stutter on six million dollar man, same settings.
Frame rate 415
Period 2.6

 

Do you have stutter in Kingpin too?



#3296 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 01 November 2015 - 01:42 PM

I also just limited the ball spin artificially, to avoid extreme ball spins in some strange cases.

 

This slowed the game down quite a lot for me. I did wonder what was going on.

 

Will have to adjust some physics settings to compensate for this change? 


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#3297 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 01 November 2015 - 02:11 PM

i'll make it less then.. let me know if that makes it better..



#3298 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 01 November 2015 - 03:08 PM

A little more would be good, it's hard to make up ramps.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#3299 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 01 November 2015 - 04:00 PM

rev2324 is up:

 

- add static AO that is always enabled (still NVIDIA only though for now), 'old' AO is now renamed to dynamic AO
- artificially limit ball angular momentum
- fix kicker cup/hole rendering
- disable pre-rendered frames code by default
- Introducing new SciLexerVP.dll, simply drop it in VPx root - That's it! The old SciLexer.dll can be deleted.
 



#3300 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 01 November 2015 - 05:29 PM

Just bumping up the flippers strength is good enough to compensate for the momentum changes. Will that be available to set in editor?


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000






Also tagged with one or more of these keywords: VP10