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The VP 10.7 beta thread


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#3761 fripounet

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Posted 20 October 2022 - 02:56 PM

how to place the source of environmental lighting at a well-determined place in space.

Because my left sideblade is very well lit, but my right sideblade is shaded.

I would like uniform lighting towards the table (like billiard lights)

 

tt2.jpg


Edited by fripounet, 20 October 2022 - 04:21 PM.


#3762 kiwi

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Posted 20 October 2022 - 04:11 PM

Top right the image used as Environment, this should give you an idea of how the image affects the rendering.

 

environment.png

 

bnc.png



#3763 fripounet

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Posted 20 October 2022 - 04:33 PM

@kiwi I use this environment.

 

bb1.jpg

Attached Files


Edited by fripounet, 20 October 2022 - 04:39 PM.


#3764 Pin-Pete

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Posted 21 October 2022 - 12:37 PM

No problems with latest RC here. I'm even blowing my old records out of the window. :D


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#3765 kiwi

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Posted 21 October 2022 - 03:44 PM

@kiwi I use this environment.

 

bb1.jpg

Look for another environment, I have always used the same one.



#3766 toxie

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Posted 23 October 2022 - 04:45 PM

...and 10.7.2 is finally official now: https://www.vpforums...&showfile=11572

 

Thanks, as usual, to all you brave guys in this thread, and on github!

 

:bar3:

 

 

...next stop: A unified VPX + VPVR within 10.8   :)    (hopefully)



#3767 studlygoorite

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Posted 23 October 2022 - 04:49 PM

...and 10.7.2 is finally official now: https://www.vpforums...&showfile=11572

 

Thanks, as usual, to all you brave guys in this thread, and on github!

 

:bar3:

 

 

...next stop: A unified VPX + VPVR within 10.8   :)    (hopefully)

No, thank you (and others) for your dedication and time spent working on this. It is greatly appreciated!!



#3768 fripounet

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Posted 23 October 2022 - 04:52 PM

 

: A unified VPX + VPVR within 10.8   :)    (hopefully)

strange display rev 443

I have this display with all the vpx tables, except the new table!!!!!

 

 

bug2.jpg


Edited by fripounet, 23 October 2022 - 05:05 PM.


#3769 Cliffy

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Posted 23 October 2022 - 05:19 PM

I'm with studly- you guys RAWK! 10.7.2 final solid as a rock and I'm thrilled the side panels stay where I put 'em when editing, among a great many other things. THANK YOU!



#3770 jpsalas

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Posted 23 October 2022 - 05:28 PM

 

 

: A unified VPX + VPVR within 10.8   :)    (hopefully)

strange display rev 443

I have this display with all the vpx tables, except the new table!!!!!

 

 

I don't think you need to start testing 10.8 yet, as many things need to be adjusted. I'm sure toxie, vbousquet or fuzzel will start a new thread when the 10.8 test phase starts :)


...and 10.7.2 is finally official now: https://www.vpforums...&showfile=11572

 

Thanks, as usual, to all you brave guys in this thread, and on github!

 

:bar3:

 

 

...next stop: A unified VPX + VPVR within 10.8   :)    (hopefully)

 

Thanks to all of you!  :dblthumb:


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

 

vp.jpg

 

 


#3771 fripounet

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Posted 23 October 2022 - 05:39 PM

 

 

I don't think you need to start testing 10.8 yet, as many things need to be adjusted. I'm sure toxie, vbousquet or fuzzel will start a new thread when the 10.8 test phase starts :)

 

ok

 

my last tables were saved in 10.8.

so i have to wait for an improved version.

 

 

 

the 10.8 project, as proposed, is full gpu support (as I understand it), so for me 10.7 is a dead/born project.

 

however it's confusing with vpvr (opengl?) and vpx dx9.....which one is used now.

maybe the future version will be with vulkan ?!


Edited by fripounet, 23 October 2022 - 05:55 PM.


#3772 jpsalas

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Posted 23 October 2022 - 05:48 PM

 

 

 

I don't think you need to start testing 10.8 yet, as many things need to be adjusted. I'm sure toxie, vbousquet or fuzzel will start a new thread when the 10.8 test phase starts :)

 

ok

 

my last tables were saved in 10.8.

so i have to wait for an improved version.

 

 

 

the 10.8 project, as proposed, is full gpu support (as I understand it), so for me 10.7 is a dead/born project.

 

 

I understand, but it may take a while.


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

 

vp.jpg

 

 


#3773 DuMichAuch

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Posted 23 October 2022 - 06:29 PM

 

 

: A unified VPX + VPVR within 10.8   :)    (hopefully)

strange display rev 443

I have this display with all the vpx tables, except the new table!!!!!

 

Same for me. All Bulds after 428



#3774 toxie

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Posted 23 October 2022 - 08:08 PM

10.8 is heavily in flux, so bare with us..

 

..and major milestone: Thanks to vbousquet, we have now a full sync of VPVR and VPX!  :love39:


the 10.8 project, as proposed, is full gpu support (as I understand it), so for me 10.7 is a dead/born project.

 

however it's confusing with vpvr (opengl?) and vpx dx9.....which one is used now.

maybe the future version will be with vulkan ?!

I don't know what you mean by 'full gpu support', all VP versions always had 'full gpu support'.

 

As for APIs: VPX 10.8 will feature both GL and DX9.

 

And before you ask: Vulkan does not have immediate benefits, UNLESS you really need to use some of its feature set OR you really really want/need to do everything more low level.



#3775 fripounet

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Posted 23 October 2022 - 08:19 PM

I'm not the one saying it

Thanks! Could you please try https://github.com/v...runs/3116927980 and tell me what the loading times are with that one? I suspect that the c++20 change may have caused the faster loading times for you (maybe).


Oh, or its simply the new pre-processing for static elements that vbousquet included. It is now fully GPU accelerated, no more CPU involved like before.

But its too risky still to be included in 10.7.2, so will only be featured in 10.8.0.



#3776 wiesshund

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Posted 23 October 2022 - 08:47 PM

 

I don't think you need to start testing 10.8 yet, as many things need to be adjusted. I'm sure toxie, vbousquet or fuzzel will start a new thread when the 10.8 test phase starts :)

 

 

We do, but not for this thread, because anything we find will most likely not pertain to this thread, as any changes to the 10.7.2 fork go into the 10.8.x fork
10.8 specific issues are still good to log and document, this just is not the thread for it.
Those can be logged in github until it is time for the devs to start an open testing thread.

 

 

 

the 10.8 project, as proposed, is full gpu support (as I understand it), so for me 10.7 is a dead/born project.

 

 

10.7 is full GPU support
10.6 is full GPU support
10.5 is full GPU support

An API means smack all as far as Full GPU support
DirectX, OpenGL, 3DFX GLide, and Vulkan are all Full GPU support
Who does any PRE RENDERING processing has nothing to do with having full GPU support or not
Many things do preprocessing on CPU for whatever reason.

How on earth does that make 10.7 stillborn project?

 

 

however it's confusing with vpvr (opengl?) and vpx dx9.....which one is used now.

maybe the future version will be with vulkan ?!

OpenGL is used to support the VR rendering, DX9 is what the standard desktop / cabmode runs in.

 

Vulkan?
For what purpose?
Vulkan would primarily be of benefit to AMD GPU users, but VPX has no real need of Vulcan
for one, it is designed around DX9 rendering.

Unless you are doing a massive 3D render engine rewrite, there would be little point to vulkan in vpx.
And if that were being done, it would no longer be VPX 10.x.x
Need a new Name then, VIsual Pinball 2K or something
Also need someone that can write a renderer, from scratch, and migrate vpx into it.
A highly daunting task.


Edited by wiesshund, 23 October 2022 - 08:50 PM.

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#3777 Gravy

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Posted 24 October 2022 - 04:21 AM

 

Unless you are doing a massive 3D render engine rewrite, there would be little point to vulkan in vpx.
And if that were being done, it would no longer be VPX 10.x.x
Need a new Name then, VIsual Pinball 2K or something
Also need someone that can write a renderer, from scratch, and migrate vpx into it.
A highly daunting task.

 

Not sure if you are aware that Freezy has this process well underway with "Visual Pinball Engine", porting to C# and Unity (not sure about the from scratch part though).


Edited by Gravy, 24 October 2022 - 04:23 AM.

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#3778 fripounet

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Posted 24 October 2022 - 09:56 AM

what are the script instructions of the blend (3d object). I didn't see anything on the doc?

 

blend.jpg


Edited by fripounet, 24 October 2022 - 10:51 AM.


#3779 wiesshund

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Posted 24 October 2022 - 10:43 AM

 

 

Unless you are doing a massive 3D render engine rewrite, there would be little point to vulkan in vpx.
And if that were being done, it would no longer be VPX 10.x.x
Need a new Name then, VIsual Pinball 2K or something
Also need someone that can write a renderer, from scratch, and migrate vpx into it.
A highly daunting task.

 

Not sure if you are aware that Freezy has this process well underway with "Visual Pinball Engine", porting to C# and Unity (not sure about the from scratch part though).

 

that is like comparing apples to cell phones
 

Unity already has a DX12 OpenGL and Vulkan(I think) renderer, you dont have to write it, you just have to tell it what you want it to be doing.
Not to belittle the ton of work Freezy has put into his project but rewriting a render engine from ground zero it is not.
It's one of the nice things about the unreal engine, you dont have to rip all your hair out writing a render engine and a lot of other things.
You can spend your time writing the actual thing you intended to write in the 1st place.

In the case of VPX, rewriting the renderer from DX9 to DX12, you rip out everyone's hair you can get your hands on, cause yours is gone already
there is so much change from DX9 to DX12 that is is boggling to try and just go over the documentation
 


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#3780 toxie

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Posted 24 October 2022 - 11:16 AM

Never say never about going to newer APIs, but for now i'm already VERY happy that we have GL support in VPX!

 

As for VPE: This is an awesome project for sure, but i personally(!) still like the aspect of VPX that one can just do whatever one wants graphics-wise.. And we have full source access of everything, and this will also never ever change, no matter what Unity will decide to do in the future (its a company after all)..

So its a matter of what one prefers as a developer. For the enduser it will be great to have both.  ;)


 

I'm not the one saying it


Oh, or its simply the new pre-processing for static elements that vbousquet included. It is now fully GPU accelerated, no more CPU involved like before.

Ah, okay, now i get it. But thats just a technical detail, that only affects one specific step of the pre-processing/loading. Previously one sub-step of that was running on the CPU, thus it was slower.



 

however it's confusing with vpvr (opengl?) and vpx dx9.....which one is used now.

maybe the future version will be with vulkan ?!

OpenGL is used to support the VR rendering, DX9 is what the standard desktop / cabmode runs in.

 

GL can also be used for desktop/cab, thats the cool part. On some setups (maybe Intels new GFXboards??) this may be even faster than DX9.


what are the script instructions of the blend (3d object). I didn't see anything on the doc?

 

blend.jpg

Its roughly the same as Flashers..