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VP10 is here (beta)

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#3601 gStAv

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Posted 28 November 2015 - 05:29 PM

 

 

Since the last view versions I do not get a fully fluid ball movement anymore. Not with vsync 1, not with pre rendered frames 0,1,2, nor any other setting. Weird as it worked before.

 

I encountered the following fps behaviour before a few days myself. I would update to any new gpu to avoid it. For the new Cirqus Voltaire I can not reach a frame limit from 60 fps because it seems not to work with the new table any longer. Instead it shows always more than 60 fps and I think this is the reason for the ball stutter in this case. Did I miss an important setup option?

 

Maybe vsync is broken? I have to try to use FPS limiter = 60. At the moment it's not as much fun as before, the performance issue is deteriorating my enthusiasm...

 

Also go stutter on the new RoboCop table, thought it was the DirectB2S Backglass, but I guess this might be it then.

Will check when I get the time... :(  *Bummer*


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#3602 TedB

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Posted 28 November 2015 - 06:22 PM

 

 

Maybe vsync is broken? I have to try to use FPS limiter = 60. At the moment it's not as much fun as before, the performance issue is deteriorating my enthusiasm...

 

 

If there is an issue while old versions are working fine I think you should try to find the latest version that works for you, let Toxie and Fuzzel know, and until they fix the issue use an older version.

It is still beta software - this is all part of the testing process.


Edited by TedB, 28 November 2015 - 06:22 PM.


#3603 jimmyfingers

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Posted 28 November 2015 - 07:02 PM

rev2418 is up:

 

- fix a bug with wire ramps introduced in rev2417

Hey, the vpinballx.exe in this latest archive for rev2418 has an actual date older than the last few versions, somehow that doesn't seem correct if this was a recent change for this 2417 ramp bug.  It has a date of November 22, 2015 where the last few revs are more recent than that.  Also says, Revision 2409 in the Help>About whereas the 2417 .exe says the correct / matching revision in that section of Revision 2417.  It really seems that the latest archive "VPX_beta_rev2418.zip" doesn't actually have rev2418 as the .exe. Maybe you can confirm this mismatching aspect?


Edited by jimmyfingers, 28 November 2015 - 07:06 PM.


#3604 ClarkKent

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Posted 28 November 2015 - 07:06 PM

 

 

 

Maybe vsync is broken? I have to try to use FPS limiter = 60. At the moment it's not as much fun as before, the performance issue is deteriorating my enthusiasm...

 

 

If there is an issue while old versions are working fine I think you should try to find the latest version that works for you, let Toxie and Fuzzel know, and until they fix the issue use an older version.

It is still beta software - this is all part of the testing process.

 

But if we do not report such things, it won't be fixed. So what's the point?



#3605 blashyrk

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Posted 28 November 2015 - 07:10 PM

Report the problem but use a older version until the issue gets fixed, is what tedB meant

#3606 ClarkKent

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Posted 28 November 2015 - 07:20 PM

FPS limiter = 60 helps. Stutter is gone. Sometimes there is some tearing but better tearing than stutter... :)



#3607 TedB

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Posted 28 November 2015 - 07:21 PM

Report the problem but use a older version until the issue gets fixed, is what tedB meant

 

Indeed - and report what the latest version is that worked. Then the devs will know when the regression started and it will make it easier for them to fix it.  



#3608 bassgeige

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Posted 28 November 2015 - 09:22 PM

FPS limiter = 60 helps. Stutter is gone. Sometimes there is some tearing but better tearing than stutter... :)

I can see no difference. You can see both versions which were used to test it again with the value fps limit 60 included. I used the same pinball table out of my first example. With other Tables I receive interesting results. Play wise none feels like Cirqus Voltaire in the latest version. (The previous Cirqus Voltaire was fine)

With Judge Dredd JD_VP10_7 and version 2409 there is absolutely no frame limit to see. However it plays fine too. Medieval Madness in M_Madness_10_7_RELEASE is a bit to much with every bling bling enabled to stay above 60 fps all the time. That doesnt matter for me much, as I can always lower the settings but the frame limit 60 is within reach as shown and seems to work.

Attached Files


Edited by bassgeige, 28 November 2015 - 10:07 PM.


#3609 ClarkKent

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Posted 29 November 2015 - 10:16 AM

Interesting. I haven't checked the statistics but when using FPS limiter = 60 I definitely get a more fluid result. Maybe there is something broken?

 

At the moment I'm just investigating physics as in my personal opinion PM5 plays more natural. It's possible that the physics settings in VPX tables like CV, MM and others are not optimal but they do not play as good (or at least behave strange in some places) as PM5. But on the other side some tables like Tommy, Spiderman or JD are just fabulous on VPX. No idea what are the best settings and why this is that way. I discussed this a lot with some friends (also table authors) but we do not have a conclusion for that behavior. That's only my personal opinion so please do not hit me.



#3610 StevOz

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Posted 29 November 2015 - 11:37 AM

Interesting. I haven't checked the statistics but when using FPS limiter = 60 I definitely get a more fluid result. Maybe there is something broken?

 

At the moment I'm just investigating physics as in my personal opinion PM5 plays more natural. It's possible that the physics settings in VPX tables like CV, MM and others are not optimal but they do not play as good (or at least behave strange in some places) as PM5. But on the other side some tables like Tommy, Spiderman or JD are just fabulous on VPX. No idea what are the best settings and why this is that way. I discussed this a lot with some friends (also table authors) but we do not have a conclusion for that behavior. That's only my personal opinion so please do not hit me.

 

Hit me if you like though there was one developer that mostly did convert VP from DX7 to DX9 to PM5, whilst it was said conversion from DX7 to DX9 was stated as most unlikely, too difficult prior to that, then said developer was involved VPX beta, then the 'team' without consultation as I read it, decided to release VPX beta without any apparent acknowledgement to said developer or his concerns. Yes I dunno the full details though I can trawl through these forums and backup my post with various posts and quotes. Just saying things could have, should have and still hopefully can be corrected for the betterment of all.


Edited by StevOz, 29 November 2015 - 11:38 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#3611 fuzzel

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Posted 29 November 2015 - 11:41 AM

Oh not again please.

#3612 StevOz

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Posted 29 November 2015 - 11:53 AM

Oh not again please.

 

Really did I miss something? Sorry maybe I did? Oh not again please is meaningless, I do read these forums very much every day and sorry I'm not questioning the developers dedication or development of VP as it is. I'm merely concerned that it seems to me and more then a few that any such questions are taboo. I have not read any answers to such concerns as ill-founded as that maybe or otherwise?


Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#3613 fripounet

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Posted 29 November 2015 - 12:23 PM

the rev2418 is rev2409 ??  normal ?



#3614 fuzzel

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Posted 29 November 2015 - 12:50 PM

the rev2418 is rev2409 ??  normal ?

Oh my mistake. It's actually 2418 but built with an old version number.

 

I updated the first posts to rev2419. Nothing ground breaking new here but with proper version number  :)



#3615 fuzzel

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Posted 29 November 2015 - 01:01 PM

 

Oh not again please.

 

Really did I miss something? Sorry maybe I did? Oh not again please is meaningless, I do read these forums very much every day and sorry I'm not questioning the developers dedication or development of VP as it is. I'm merely concerned that it seems to me and more then a few that any such questions are taboo. I have not read any answers to such concerns as ill-founded as that maybe or otherwise?

 

These questions aren't taboo but discussed too often. The thing is that we (the "team") didn't start the official beta without asking the "team" if it's ok. But if one former developer didn't react on any PM's we sent him then we desided to start the beta. After that he was totaly pissed off because no one talked to him but that wasn't true he just didn't react. It's not a secret that I didn't like him but his work on VP was so ground breaking and awesome that I ignored that for the good of the project. It's sad that we lost a talented physics developer but that's life I guess...



#3616 Les73gTx

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Posted 29 November 2015 - 03:54 PM

 

Oh not again please.

 
Really did I miss something? Sorry maybe I did? Oh not again please is meaningless, I do read these forums very much every day and sorry I'm not questioning the developers dedication or development of VP as it is. I'm merely concerned that it seems to me and more then a few that any such questions are taboo. I have not read any answers to such concerns as ill-founded as that maybe or otherwise?
 
These questions aren't taboo but discussed too often. The thing is that we (the "team") didn't start the official beta without asking the "team" if it's ok. But if one former developer didn't react on any PM's we sent him then we desided to start the beta. After that he was totaly pissed off because no one talked to him but that wasn't true he just didn't react. It's not a secret that I didn't like him but his work on VP was so ground breaking and awesome that I ignored that for the good of the project. It's sad that we lost a talented physics developer but that's life I guess...
Why is there so much ego involved? Reading this and things that have been posted in the past, discussion was not what happened, it was a one sided story told by someone that did not like someone else. If indeed you want to keep the help and talent of someone, you make that extra effort to keep your personal feelings out of the equation. There were so many things that happened it is impossible to point fingers or place blame. In the end, because of the big ego of some we lost a great asset to VP.
That is my point of view and opinion and comment on the quoted statement, I felt strongly enough to share. Actually wanted to post something a bit more harsh but none needs to know if I truly do like someone.

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#3617 TedB

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Posted 29 November 2015 - 04:18 PM

In the end, because of the big ego of some we lost a great asset to VP.
 
Usually disagreements in an open source project results in a fork. Nobody is stopping a dev to use the source code and create something better. Just leaving a project and never show yourself again after a period of low activity makes me wonder he was just burned out and used this as an easy way out.


#3618 freneticamnesic

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Posted 29 November 2015 - 09:25 PM

It just happens. In any case it's not relevant to the beta or it's continuation at this time... it's at least the 4th time it's been brought up in this thread can we leave it alone



#3619 BorgDog

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Posted 30 November 2015 - 02:56 AM

I've been having a lot of crashes on the last couple builds when editing the script and especially when having 2 tables open and copy-pasting from one to the other.  Windows 10, 64-bit, on build 2419 .

 

crash.dmp is HERE

 

crash.txt

 

Crash report
============
Process: vpinballx.exe
Reason: 0xE06D7363 - UNKNOWN at 0023:74D33E28
Thread ID: 0xE4BC [58556]
 
Call stack
==========
74D33E28 KERNELBASE.dll RaiseException + 0x48 (0xFFFFFFFFE06D7363 0x00000001 0x00000003 0x0019e994)
005069A2 vpinballx.exe (0x0019E9B0 0x0059D5A4 0x0051DB0C 0x015768b8)
00501D67 vpinballx.exe (0x00523114 0x0019E9F0 0x00445032 0xffffffffffffffff)
0041B539 vpinballx.exe (0xFFFFFFFFFFFFFFFF 0x0019EBD0 0x015915C0 0x00000000)
00445032 vpinballx.exe (0x00000000 0x00000000 0x0000000F 0x00000021)
 
Environment
===========
Date/time: 29/11/2015, 18:50:30:145
Number of CPUs: 4
Processor type: 586
System: Unknown Windows version - 6.2 ()
 
Memory status
=============
Total Reserved: 47480K (46M) bytes
Total Commited: 358364K (349M) bytes
Total Free: 3788396K (3699M) bytes
Largest Free: 2095800K (2046M) bytes
 
Registers
=========
EAX=0019E908 EBX=0159D540 ECX=00000003 EDX=00000000
ESI=0059D5A4 EDI=0019E9B0 EBP=00000000 ESP=0019EA44 EIP=77003D70
FLG=00000212 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B
 
 
Mini dump saved successfully.


#3620 toxie

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Posted 30 November 2015 - 03:38 PM

i guess thats up to Brandrew then (he did a lot of script stuff lately).. Did it happen while editing the scripting stuff?







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