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The VP 10.7 beta thread


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#3621 Cliffy

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Posted 01 October 2022 - 09:03 PM

I have seen some reduction in the quality of the wire ramps rendering. The last good revision was rev 306. Rev 315 just gives me a rendering error. And from the rev 321 the wire ramps looks worst than before, as you can see in the picture.

attachicon.gif rev306-vs-rev321.png

 

I remember some time ago fuzzel or toxie did something to the VPX wire ramps so they looked much better, like increasing the resolution or something, the same for the rubbers, can it be that the merged VR branch overwrote that extra resolution/rendering pass?

 

As a note this is the error I get with rev 315, so maybe the wire ramps are also of bad quality in this revision, but I cannot run it:

 attachicon.gif rev315.png

OMG you're right! I assumed the twisty wire effect was due to being on desktop mode but wow I can't unsee it now. Back to rev 306 until this gets fixed. Thalamus latest rev also shows twistys on the wireforms :(



#3622 Cliffy

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Posted 02 October 2022 - 04:21 AM

Well now actually I'm back to rev 288. rev 306 blows up sttng like a grenade! HA!

sttng-kablooey-306.jpg



#3623 vbousquet

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Posted 02 October 2022 - 09:00 AM

I have seen some reduction in the quality of the wire ramps rendering. The last good revision was rev 306. Rev 315 just gives me a rendering error. And from the rev 321 the wire ramps looks worst than before, as you can see in the picture.

attachicon.gif rev306-vs-rev321.png

Should be fixed in v334



#3624 wiesshund

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Posted 02 October 2022 - 11:04 AM

 

I have seen some reduction in the quality of the wire ramps rendering. The last good revision was rev 306. Rev 315 just gives me a rendering error. And from the rev 321 the wire ramps looks worst than before, as you can see in the picture.

attachicon.gif rev306-vs-rev321.png

Should be fixed in v334

 

334 totaly black screen on AMD video card, unless you turn off alt depth buffer
and then it crashes as noted above

 

ADNn8uA.png

 

These are my settings

0oSO3Xf.png

 

Not sure what is in the VPVR merge, but it isnt being nice

And when it crashes, no log, not even out of the logging build.

If i leave alt depth buffer checked, a table will technically run
there is nothing but a black screen, but you can hear it playing


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#3625 BrandonLaw

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Posted 02 October 2022 - 11:23 AM

Finally updated my big-girl (and bios, ect) to Win 11 as I've already been using it on cab since beta and VPX opens each and every time.  Scratch that nuisance off the list.


"S...O...S"  /repeat


#3626 Cliffy

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Posted 02 October 2022 - 04:05 PM

Well now actually I'm back to rev 288. rev 306 blows up sttng like a grenade! HA!

sttng-kablooey-306.jpg

sttng-fixed-335.jpg

rev 335 glued STTNG back together again and fixed the static rendered anti-aliasing, looks like all back to good again. Win 10, nvidia gtx 1060 6gb. Thanks Vincent!


Edited by Cliffy, 02 October 2022 - 06:29 PM.


#3627 wiesshund

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Posted 02 October 2022 - 06:25 PM

Finally got 334 for leave a crash log

 

Crash report VPX rev334 (b51a997)
============
Process: VPinballX.exe
Reason: 0x80000003 - EXCEPTION_BREAKPOINT at 0023:0173BA56
Thread ID: 0x18A8 [6312]

Call stack
==========
0173BA56 VPinballX.exe (0x01822AB8 0x01822768 0x00000232 0x0101ff2a)
0173B844 VPinballX.exe (0x01822AB8 0x01822768 0x00000232 0x0101ff2a)
0173E16A VPinballX.exe (0x01822AB8 0x01822768 0x00000232 0xffffffffbebcd966)
0101FF2A VPinballX.exe (0x007AD6CC 0x000002D4 0xFFFFFFFFBEBCD50E 0x007addf8)
01144B09 VPinballX.exe (0xFFFFFFFFBEBCD67A 0x007AE0B8 0x007ADE18 0xffffffffcccccccc)
0101E0CB VPinballX.exe (0x00000111 0x00000001 0x000E0B40 0xffffffffbebce8ba)
01141D60 VPinballX.exe (0x00000111 0x00000001 0x000E0B40 0x00150488)
01024057 VPinballX.exe (0x00150488 0x00000111 0x00000001 0x000e0b40)
76507DB2 USER32.dll AddClipboardFormatListener + 0x52 (0x00F8ACD5 0x00150488 0x00000111 0x00000001)
764E3B31 USER32.dll IsThreadDesktopComposited + 0x1031 (0x00150488 0x00000111 0x00000001 0x000e0b40)
764E2D9F USER32.dll IsThreadDesktopComposited + 0x29F (0x05353E70 0x00000000 0x00000111 0x00000001)
76502375 USER32.dll CreateWindowExA + 0x75 (0x00150488 0x00000111 0x00000001 0x000e0b40)
76507DB2 USER32.dll AddClipboardFormatListener + 0x52 (0x76502350 0x00150488 0x00000111 0x00000001)
764E716A USER32.dll CallWindowProcW + 0x144A (0x4DBE3900 0x00007FFA 0x00000111 0x00000001)
764E6872 USER32.dll CallWindowProcW + 0xB52 (0x05353E70 0x00000000 0x000E0B40 0x00000000)
7650E2FC USER32.dll SetWindowsHookExAW + 0x10C (0x00000001 0x000E0B40 0x00000000 0x00000000)
764E5CB6 USER32.dll SendMessageW + 0x46 (0x00150488 0x00000111 0x00000001 0x000e0b40)
7652881F USER32.dll LoadCursorFromFileW + 0x1EAF (0x05369AB0 0x00000000 0x00000000 0x2d95a870)
76528507 USER32.dll LoadCursorFromFileW + 0x1B97 (0x2D95A870 0x00000000 0x05369AB0 0x00000202)
765279C9 USER32.dll LoadCursorFromFileW + 0x1059 (0x05369AB0 0x00000000 0x00000202 0x00000000)
76526E42 USER32.dll LoadCursorFromFileW + 0x4D2 (0x000E0B40 0x00000202 0x00000000 0x000d0019)
76507DB2 USER32.dll AddClipboardFormatListener + 0x52 (0x76526DF0 0x000E0B40 0x00000202 0x00000000)
764E716A USER32.dll CallWindowProcW + 0x144A (0x4DBE38A0 0x00007FFA 0x00000202 0x00000000)
764E5A98 USER32.d764E8BFD USER32.d
Environment
===========
Date/time: 2/10/2022, 07:00:11:596
Number of CPUs: 8
Processor type: 586
System: Windows 10 (10.0 22000)

Memory status
=============
Total Reserved: 276232K (269M) bytes
Total Commited: 968680K (945M) bytes
Total Free: 2949328K (2880M) bytes
Largest Free: 2079616K (2030M) bytes

Registers
=========
EAX=00000004 EBX=00000001 ECX=00000000 EDX=00000000
ESI=007AD0B8 EDI=007AD10C EBP=007AE6D8 ESP=007AE6B0 EIP=764E8BFD
FLG=00000246 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Failed to save minidump.


Same issues in rev 335


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#3628 jpsalas

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Posted 03 October 2022 - 06:51 AM

Rev 335 is working in my setup, but I have an RTX 380 GPU.

 

But there are still artifacts in all revisions after 289. Like a strange border on the ramps and walls, and the images are more blurried. This is visible on the playfield and plastics. But in the attach image you will see the flasher dome in 289 is sharper, and you will see clearly the artifacts on the ramp sides.

 

Attached File  artifacts-335vs289.png   1.11MB   2 downloads


Edited by jpsalas, 03 October 2022 - 06:52 AM.

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

 

vp.jpg

 

 


#3629 vbousquet

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Posted 03 October 2022 - 07:29 AM

I'm reviewing all the changes to identify all these bugs, so thanks for the reports!

 

The latest v343 should help with AMD support. @Wiesshund could you give it a go ?

Note that sadly v343 still contains a few known bugs:

- automatically built x86 version on Github may not start on some systems

- reflections are somewhat broken

- some lighting artefact for static prerender (when using F5 instead of F6)

These are being worked on.



#3630 BrandonLaw

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Posted 03 October 2022 - 09:30 AM

So...I haven't played my cab so much lately due to time, family, ect, and decided to fire it up and actually play it yesterday and after getting updated, was dropping frames like crazy.  Did some investigation and found that for whatever reason the newest releases (Not sure how far back they go) Screenspace reflections being on is wiping out 30 fps minimum on my setup.  I run 120hz normally so I look for 119.9 yadda yadda...and if I check this box on any table now it's abysmal.  Went back to the releases and grabbed one a while back...281...slammed it in there and boom...frames are back.  

 

Maybe its the VR stuff?  Are you experimenting with Ray-Tracing or something? (I have a 3070ti so it would activate if you were.)


Edited by BrandonLaw, 03 October 2022 - 09:42 AM.

"S...O...S"  /repeat


#3631 wiesshund

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Posted 03 October 2022 - 09:36 AM

I'm reviewing all the changes to identify all these bugs, so thanks for the reports!

 

The latest v343 should help with AMD support. @Wiesshund could you give it a go ?

Note that sadly v343 still contains a few known bugs:

- automatically built x86 version on Github may not start on some systems

- reflections are somewhat broken

- some lighting artefact for static prerender (when using F5 instead of F6)

These are being worked on.

 

Houston, that's a negative, we have zero ignition.

 

same issue, player window is a black screen.
VPX is running, you can blindly start the table, which seems like perhaps playing Tommy would be fitting :)
but no, you cant see anything.

and disabling alt depth buffer results in this error popping up

 

Q4OYPnG.png

 

Even deleted VPX from registry entirely and let it make new settings, just to see what might happen, but no change.
Tried lowest possible settings and resolution etc, no go

 

AMD drivers, Adrenaline 22.9.1


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#3632 BrandonLaw

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Posted 03 October 2022 - 09:43 AM

 

I'm reviewing all the changes to identify all these bugs, so thanks for the reports!

 

The latest v343 should help with AMD support. @Wiesshund could you give it a go ?

Note that sadly v343 still contains a few known bugs:

- automatically built x86 version on Github may not start on some systems

- reflections are somewhat broken

- some lighting artefact for static prerender (when using F5 instead of F6)

These are being worked on.

 

Houston, that's a negative, we have zero ignition.

 

same issue, player window is a black screen.
VPX is running, you can blindly start the table, which seems like perhaps playing Tommy would be fitting :)
but no, you cant see anything.

and disabling alt depth buffer results in this error popping up

 

Q4OYPnG.png

 

Even deleted VPX from registry entirely and let it make new settings, just to see what might happen, but no change.
Tried lowest possible settings and resolution etc, no go

 

AMD drivers, Adrenaline 22.9.1

 

 

 

Welp...I see reflections are broken. Lol.  Guess my last hour of testing was a bust.  I'll be quiet.


"S...O...S"  /repeat


#3633 wiesshund

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Posted 03 October 2022 - 09:47 AM

[Insert sound of train wreck]

Ok @Vbousquet, i found the culprit!

 

 

What ever has taken place in the VPVR changes.
It has broken the 3d Anaglyph, even if you DONT engage the anaglyph (F10 key)

I do not know if it may also affect Nvidia, because i dont have an nvidia card here, and i dont know who that is testing touches the anaglyph
but if any 3d anaglyph mode is selected, even if not activated, you get a black screen.

 

Ok so i can make the black screen go away, but something of course needs fixed, but at least you know what is causing the issue

But, now that i can see it
very odd rendering problem

On JP's just updated Slimer table
I can see through the apron
when the ball drains, i can see the ball rolling under the apron
there are other places, but the apron is kind of a big quickly noticeable spot.

also seems to be some kind of odd grainyness to textures
especially his inserts, and it is not present in rev 306


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#3634 wiesshund

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Posted 03 October 2022 - 10:03 AM

So...I haven't played my cab so much lately due to time, family, ect, and decided to fire it up and actually play it yesterday and after getting updated, was dropping frames like crazy.  Did some investigation and found that for whatever reason the newest releases (Not sure how far back they go) Screenspace reflections being on is wiping out 30 fps minimum on my setup.  I run 120hz normally so I look for 119.9 yadda yadda...and if I check this box on any table now it's abysmal.  Went back to the releases and grabbed one a while back...281...slammed it in there and boom...frames are back.  

 

Maybe its the VR stuff?  Are you experimenting with Ray-Tracing or something? (I have a 3070ti so it would activate if you were.)

 

That i did not experience, if you look up a few posts, you see i normally have video settings maxed, and if i let it off v-sync, it will far over run my monitor a lot which looks shreddy and terrible
but, werent you playing with the anaglyph stuff?
if you were, and obviously your isnt crashing, but if you have an anaglyph choice in the dropdown besides disabled, try picking disabled.
just a guess.

 

0oSO3Xf.png

 

ro4kldy.jpg


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#3635 vbousquet

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Posted 03 October 2022 - 12:27 PM

Thanks Wiesshund. That's a really clear report that will help me a lot to fix things. If you like anaglyph (I do too), perhaps, you may give a try to the latest VPVR. It performs 'real' analgyph (render twice, once per eye) while VPX performs 'parallax' anaglyph (render once then create fake depth by postprocessing).



#3636 studlygoorite

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Posted 04 October 2022 - 02:59 PM

Now, i did a quick test of VPXVR latest build

this is with VR set to disabled and just running like a normal VPX table

 

Here is what i noticed

 

1) FSAA appears to be nonfunctional in it (i did try moving MSAA slider in VR settings to no avail)
i think that is carrying over to vpx during the merge.

2) Using the post renderer enhancements like bilateral CAS seems to crash VPXVR
complains that it could not find the shader

3) Screenspace reflections are almost nonexistent, and do in fact ravage FPS something fierce
turning them off tripled the FPS (i do realize a vr client will probably turn out less fps than non vr, different renderer and other different things going on, but triple fps is an odd loss)

 

4) wire ramps have a chewed metal look (maybe they dont in VR view, i am just going by standard screen view)

 

5) the texture rendering seems to be getting inherited from vr? not quite sure how to describe it, effect is very pronounced in the vr version though
as if someone began taking a softening brush to them i guess?

 

6) there is some kind of very odd texture artifacting going on, i cant get a screen shot of vpxvr to show you, i tried and it screenshot my desktop beneath it

but if you open jp's slimer, so we are looking at same table

Library, middle left of table
the top of the library is gone, and the walls are partly transparent, and you can see Slimers pivot mechanism, which should be hidden.
Not only place this is happening, but it is a super good example

2 inches up from drain
Metal wire going left to right, which should not be visible as it is below the playfield

top right, back metal ballguide wall
has a pronounced pixel twinkling / wandering effect going on that is present elsewhere, but this is a good spot to see it
resembled 'snow' on an analog tv when no signal is present.

 

I know this is VP10 and not VPXVR beta thread, but i am thinking that maybe some of this will at least help you in locating things that are causing issues, that are crossing over.

 

If i could figure out how the hell to screenshot vr, i'd get you some pics

Been busy the last couple of weeks but I'm back and willing to test whatever needs testing....and can take pics in VR. I have an Nvidia 3080 and i7-10700 32GB of RAM with windows 10 v21H2 and have been running VPX v289 without issue since it's release, but if I edit a table just to change a POV I have to back out of VPX completely and start the table again or it will just hang and not load (dunno if that's normal but I didn't have to with VPX 10.6). But the talk of the jaggies with wire ramps has me going back to check things as I have noticed this with VPVR.

As for VPVR I have tested the last 50 builds that have come out since February (thanks for all of the time spent) and we had the black screen issue but it was fixed a few builds back. With VPVR v279 there are issues with pup packs in that some will not play and others will crash the system resulting in needing task manager to shut it down, going back to v266 and pup packs play nicer. We have also been getting a similar error DXGI_ERROR_ACCESS_LOST on some tables (that use pup packs for me).

 

 If it will help just let me know what you would like tested with VPX or VPVR and I'll be happy to do so.


 


Edited by studlygoorite, 04 October 2022 - 03:01 PM.


#3637 fripounet

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Posted 04 October 2022 - 04:17 PM

possibility to assign a magnet to a primitive ?

 

since the 345 and +  idem for 347, the background lights have all been shifted.

it remain at the top left of the screen??!!


Edited by fripounet, 04 October 2022 - 04:21 PM.


#3638 Cliffy

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Posted 04 October 2022 - 06:11 PM

rev 343 and 346 mess up the score display and jackpot lamp size and locations in the backdrop of JP's Jokerz 4.0. rev 306 and prior places them properly

jp-jokerz-scoring-off.jpg



#3639 jpsalas

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Posted 04 October 2022 - 06:43 PM

possibility to assign a magnet to a primitive ?

 

 

A magnet is a trigger with some clever programming/scripting. But it uses properties that a primitive do not have, like being able to change the direction of a ball. But nothing stops you put a primitive on top of a magnet :)


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

 

vp.jpg

 

 


#3640 fripounet

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Posted 04 October 2022 - 07:14 PM

 

 

A magnet is a trigger with some clever programming/scripting. But it uses properties that a primitive do not have, like being able to change the direction of a ball. But nothing stops you put a primitive on top of a magnet :)

 

yes

but my objective is for example that an arm magnetizes a ball, then deposits it elsewhere by rotation of the arm. without going through an invisible ramp trick.

 

I don't know if one of the developers will be able to integrate this property into the primitives (like in reality)


Edited by fripounet, 04 October 2022 - 07:20 PM.