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The road to VP10


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#321 J3SteR

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Posted 24 July 2014 - 08:20 PM

Yay! Im really excited now. Glad to hear the move to dx9. Any eta on vp10? Oh and did the move to dx9 also reduce cpu overhead? Wondering if I can get by with a low end amd cpu. Thanks guy's cant wait and awesome job as always!

Edited by J3SteR, 24 July 2014 - 08:20 PM.


#322 fuzzel

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Posted 24 July 2014 - 08:58 PM

VP10 will be released when it's done ;) sorry I can't say when that will be...

#323 J3SteR

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Posted 24 July 2014 - 10:32 PM

VP10 will be released when it's done ;) sorry I can't say when that will be...

Completely understand! Thanks for the work you put in! I can't wait to get my cab back together!

#324 unclewilly

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Posted 24 July 2014 - 10:36 PM

Yes I'd like to chime in. Take your time fuzzel.
The features you've done so far are excellent.
And I for one, appreciate everything you guys are doing for us

"it will all be ok in the end, if it's not ok, it's not the end"
 
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uw2.gif


#325 The Loafer

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Posted 25 July 2014 - 01:01 AM

UW is not alone, he speaks for the silent majority!



#326 J3SteR

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Posted 26 July 2014 - 12:07 AM

Are animated back glasses built into VP yet? Or do we still have to use a second program?

#327 fuzzel

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Posted 27 July 2014 - 07:22 AM

No it's not implemented yet.

#328 ClarkKent

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Posted 01 August 2014 - 09:12 PM

I found a very very impressive video of Pinball Arcade for the PS4. The effects, especially the GI and the reflections in the ball, are looking almost like real, like pre rendered graphics. It would be great to have such a quality in VP10! :)

 



#329 Les73gTx

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Posted 01 August 2014 - 10:07 PM

The video looks amazing but I have found that if I try to play on any console after playing on the full blown cabinet (even on the 100 inch projector) it seems way to easy and more like a video game then a pinball simulation. I know I am not buying a new console for a while no matter how realistic it looks ..
VP10 has a new goal ... that is my fantasy.

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#330 Slydog43

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Posted 01 August 2014 - 10:08 PM

I'm hoping the new ball technology in VP10 will improve VP a lot (3d ball mesh??), does any one know how this will help VP out?



#331 goesta

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Posted 01 August 2014 - 10:24 PM

Watching the video of Ps4, reminds me again how awsome unclewillys Monsterbash and BOP are already are in VP9.9. :otvclap:



#332 The Loafer

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Posted 01 August 2014 - 10:51 PM

The video light show from the pinball arcade on the ps4 is making its way to the pc version once the Xbox one version is released

#333 dark

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Posted 01 August 2014 - 11:06 PM

The PS4 pinball looks pretty nice, especially the lighting like you say, but what surprises me is how inaccurate many of their models are considering they have paid professionals making these recreations.  The genie, rudy from Funhouse and the cirqus master all look "off", and don't accurately represent the real thing in my opinion.

 

I would like to see VP eventually reach full 3D status like this, but as it stands VP is the best in terms of game play physics, I wouldn't want to trade that in too soon for 3D.

I haven't tried unit3D pinball yet but it seems that's what they are striving for,  I think some days full 3D pinball simulations coupled with BAM kits or something similar will eventually become common place.



#334 ClarkKent

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Posted 02 August 2014 - 05:01 PM

Yeah, I know. I already discussed this over at PinballArcadeFans.com - textures and 3D models are way more accurate on VP than on the commercial Pinball Arcade. I do not understand that they collect as much as 100.000 dollars to create one table and are not able to use a part of this amount to have the best textures they can get. I think it's simply all about money... :(

 

But on the other side the GI is THAT realistic! Man, this is just incredible! Is this possible with DX9 or is DX11 necessary for VP10 to provide a similar experience?



#335 ClarkKent

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Posted 02 August 2014 - 05:27 PM

For VP10 I would like to see that the ball does not simply disappear in a hole, suddenly pops into a kicker or lock. There is always a small movement of the ball that makes it more realistic. It's good to see in the PA-video above.



#336 fuzzel

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Posted 02 August 2014 - 07:39 PM

Yeah, I know. I already discussed this over at PinballArcadeFans.com - textures and 3D models are way more accurate on VP than on the commercial Pinball Arcade. I do not understand that they collect as much as 100.000 dollars to create one table and are not able to use a part of this amount to have the best textures they can get. I think it's simply all about money... :(

 

But on the other side the GI is THAT realistic! Man, this is just incredible! Is this possible with DX9 or is DX11 necessary for VP10 to provide a similar experience?

I think you need DX11 to create these effects. DX9 is good but DX11 is even better with lot's of features which are impossible to realize in DX9 or only with a lot of extra processings steps. But we are just at the beginning of VP10 who knows how the final VP10.x version will look like ;)



#337 J3SteR

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Posted 02 August 2014 - 07:45 PM

Yeah, I know. I already discussed this over at PinballArcadeFans.com - textures and 3D models are way more accurate on VP than on the commercial Pinball Arcade. I do not understand that they collect as much as 100.000 dollars to create one table and are not able to use a part of this amount to have the best textures they can get. I think it's simply all about money... :(
 
But on the other side the GI is THAT realistic! Man, this is just incredible! Is this possible with DX9 or is DX11 necessary for VP10 to provide a similar experience?

I think you need DX11 to create these effects. DX9 is good but DX11 is even better with lot's of features which are impossible to realize in DX9 or only with a lot of extra processings steps. But we are just at the beginning of VP10 who knows how the final VP10.x version will look like ;)

Do you think vp may go to dx11?

#338 fuzzel

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Posted 02 August 2014 - 07:58 PM

LOL in a distant future maybe :) We've just converted VP to DX9. If we changed the whole render engine using shaders it can be easier to convert VP to DX11 but there are quite some incompatible changes from DX9 to DX11 which makes the porting not an easy one.



#339 J3SteR

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Posted 02 August 2014 - 09:06 PM

LOL in a distant future maybe :) We've just converted VP to DX9. If we changed the whole render engine using shaders it can be easier to convert VP to DX11 but there are quite some incompatible changes from DX9 to DX11 which makes the porting not an easy one.

Well I'll take dx9 for now. Just happy we finally left dx7 in the past where it belongs!

#340 ClarkKent

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Posted 04 August 2014 - 10:11 PM

After watching many movies on YouTube I noticed that VP is not able to display fast flickering and pulsing of flashers. Maybe VP10 will be able to do so?