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The VP 10.7 beta thread


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#3941 steelballz

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Posted 19 January 2023 - 07:52 AM

EDIT: moved original post to the flexdmd thread as it seems better suited there.

 

https://www.vpforums...=41#entry512776

 

one issue i'm having with 10.8 is the VR keybinds always reset to blank when i restart vpx


Edited by steelballz, 19 January 2023 - 06:04 PM.


#3942 xenonph

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Posted 24 January 2023 - 08:46 PM

I am getting alot of people reporting an error that should not be happening with my tables.

Here is the error message.

 

Runtime error
-------------
Line: 1
Object doesn't support this property or method: 'Controller.ROMName'

 

The problem is, there is no ROMName script command in these tables.

(My NFL Mods and Christmas Pinball are the only ones that use the ROMName command.)

All of the rest of my mods do not use the ROMName command, but they do use NVOffset command.

 

Is the NVOffset command tied to this ROMName command?

Because that is the error they all seem to be getting, even with no ROMName command in the table script.

And to get rid of the error, they either have to update their Backglass Server Program, or Delete the NVOffset command that I have added to all my mods.

 

Seems kind of strange that they can delete the NVOffset command in script, and the ROMName error goes away.

 

Thanks for all the work put into this program!

It is appreciated!


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#3943 wiesshund

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Posted 24 January 2023 - 08:54 PM

they are using an outdated version of B2S Server with an updated VpinMAME

that is the issue

 

see change log regarding ROM aliasing


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#3944 xenonph

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Posted 24 January 2023 - 09:44 PM

So for the people who were getting this error on the NFL mods when I first updated them to VPX6, (Which does have the ROMName command in script) when the core.vbs was updated to use ROMName command, they had to update to newest B2S Server, as it was found the ROMName function needed to be added to the Backglass Server Program.

This is what I was told by a Dev, and what I passed on to anyone getting this error on my NFL mods.

 

I remember you mentioning this before Weisshund, and I remember thinking this is not what I was told by Dev.

Then I got to thinking after receiving message this morning that someone was getting ROMname error, that Hey I never used the ROMName command on these other mods, so why are they getting a ROMName error?

Which is why I just posted the question here today,

 

So now it is the updated PinMAME used without the newest B2S server program that causes this error with tables just using the NVOffset command?

Good to know!

The one thing I have told everyone consistantly that experienced this error now and back then, is to update to newest Backglass Server.

But I also explained it was from having an updated core.vbs without the new Backglass Server program.

Now I know to tell them it is the updated PinMAME without newest Backglass Server program that causes this error.

And knowing is half the battle!!

 

Thanks again my friends!!

Carry on.


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#3945 allknowing2012

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Posted 31 January 2023 - 11:15 PM

What determines the order of the results in the Layers window? I filter on Bumper and it returns

Bumper02

Bumper03

Bumper01

 

All from the same layer.  10.7.3


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#3946 Violins77

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Posted 01 February 2023 - 04:16 PM

When using VR in 10.8.0, I noticed the image is slightly blurrier than when using 10.6. I don't know if it is currently known or worked on, I saw a post back in October about it. Should I report it on Github?



#3947 Mike DA Spike

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Posted 01 February 2023 - 06:12 PM

When using VR in 10.8.0, I noticed the image is slightly blurrier than when using 10.6. I don't know if it is currently known or worked on, I saw a post back in October about it. Should I report it on Github?


Yes please, as I understand from Toxie, all issues should be reported on Github

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#3948 RYSr

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Posted 01 February 2023 - 06:42 PM

When using VR in 10.8.0, I noticed the image is slightly blurrier than when using 10.6. I don't know if it is currently known or worked on, I saw a post back in October about it. Should I report it on Github?

Gear323 on Github reported - Suspect that there is an issue with Supersampling in later revisions of VPXVR #199, back in Nov 29,2022. I have been suspicious of the lower quality for some time now. I though it was my aging eyes or possibly my headset. But I found that as he suggests, if you use Steam to control the Super Sampling and leave VPVR set at 100% there is an noticeable improvement in quality. I added a comment to his post. Perhaps if you do the same or even create an new bug report it would help. I havn't ran nersion 10.6 in some time I will have to go back an try it and see if I get the same result as you. This may have been broken for some time now!



#3949 Violins77

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Posted 01 February 2023 - 07:19 PM

 

When using VR in 10.8.0, I noticed the image is slightly blurrier than when using 10.6. I don't know if it is currently known or worked on, I saw a post back in October about it. Should I report it on Github?

Gear323 on Github reported - Suspect that there is an issue with Supersampling in later revisions of VPXVR #199, back in Nov 29,2022. I have been suspicious of the lower quality for some time now. I though it was my aging eyes or possibly my headset. But I found that as he suggests, if you use Steam to control the Super Sampling and leave VPVR set at 100% there is an noticeable improvement in quality. I added a comment to his post. Perhaps if you do the same or even create an new bug report it would help. I havn't ran nersion 10.6 in some time I will have to go back an try it and see if I get the same result as you. This may have been broken for some time now!

 

Thank you, I will report it. Although I'm not sure it is related to supersampling, as reducing the supersampling to 0.25 definitely shows the difference, ad setting it to 2 affects the performance (as it should). However, I do agree that the difference is less pronounced than in 10.6. 



#3950 xenonph

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Posted 04 February 2023 - 06:30 AM

Not sure if this is feasible, but have to ask.

Is it possible to have a folder for images, that a VPX table could call on from script? Similiar to the same way scripting music to be played from its own folder in the Music folder? Maybe have an Images folder in the Visual Pinball folder? Or something similiar to UltraDMD, where a table has an UltraDMD folder that is needed to be placed in same folder as table, except this will be for images from the Image Manager.

For instance the GI JOE table has over 300 pics in image manager than can be toggled with magna-save.

I want to know if these pics can be taken out of the Image Manager and put in a folder, where it would work the same way.

 

On my setup, any tables with alot of images in the Image Manager run a bit slower.

I can delete all but 8 images or so, and table is back to speedy gonzales.

So less images in Image Manager, faster table. Even the load times are effected tremendously. Way quicker with less images in Image Manager.

 

Is this possible?

 

The reason I ask is I am working on some animations that are played on a flasher.

2 of them have over 300 pic sequences.

That is over 600 pics in Image Manager just for those 2 sequences.

 

Thanks and keep up the great work!


Edited by xenonph, 04 February 2023 - 06:52 AM.

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#3951 toxie

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Posted 04 February 2023 - 10:55 AM

Is it also that much slower if you start a table with play (or select the table directly via the startup file-pop-up-dialog)? This will omit loading images into the UI.


When using VR in 10.8.0, I noticed the image is slightly blurrier than when using 10.6. I don't know if it is currently known or worked on, I saw a post back in October about it. Should I report it on Github?

Yes, please. There are still some differences, especially as it comes to all the postprocessing effects (FXAA, CAS, etc). Please add all the options from the video preferences when filing the issue.


Also, please test this one: https://github.com/v...7.3-395-2bd9ac3

The major difference is when playing sounds/music via BASS (e.g. ogg files).



#3952 xenonph

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Posted 04 February 2023 - 11:35 AM

Is it also that much slower if you start a table with play (or select the table directly via the startup file-pop-up-dialog)? This will omit loading images into the UI

 

 

It is faster loading when double clicking table to start it!

I have been starting table from editor by clicking Play from Table tab at top of editor.

I can still tell a difference between loading and playing table with over 600 images, and loading and playing the same table when there are not 600 images in the image manager.

The size of the images I don't think is effecting as much as how many images are in the Image Manager, as all of the animations put together are only about 15 MB's.

It may be my setup.

I even made a Redux version of GI JOE with less images in case others were having this same problem a long time ago.

 

It got me wondering, so that is why I just thought I would ask if it is possible to call an image from table script that is not in the Image Manager.

Nothing worse than a wondering mind! lol


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#3953 toxie

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Posted 08 February 2023 - 07:16 AM

But the 15MB are the original, compressed files, right?

When unpacked for the UI they will consume much more memory. So this could be at least one issue.

 

Do you have the image manager open when playing the table? Or just loading the table and then directly playing it?



#3954 xenonph

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Posted 08 February 2023 - 08:00 AM

But the 15MB are the original, compressed files, right?

When unpacked for the UI they will consume much more memory. So this could be at least one issue.

 

Do you have the image manager open when playing the table? Or just loading the table and then directly playing it?

Yes, there are close to 1,000 images but they are the WebP format, so yes they are compressed.

I do not keep the Image Manager window open when playing table.

 

It is probably just my setup.

I noticed it on my GIJOE table, so if you want to try that table out and see if you can tell a difference when loading with images, and then try deleting all of the numbered images I added to Image Manager, and run the table. I made the redux version with less pics, back on version 1.8, so it was quite a while ago when I first noticed it.

Regular version has 388 dossier and vehicle pics.

Redux version has 136.

https://www.vpforums...&showfile=12993

If others aren't seeing a difference then it is just my setup. (I am thinking this is the case.)


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#3955 Drybonz

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Posted 11 February 2023 - 03:26 PM

After years of playing, tinkering and then taking a long hiatus, I wanted to recommend that this thread be "pinned" so that it is easier to get to VPX news.  Hope everyone is doing well.



#3956 robertms

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Posted 11 February 2023 - 05:36 PM

After years of playing, tinkering and then taking a long hiatus, I wanted to recommend that this thread be "pinned" so that it is easier to get to VPX news.  Hope everyone is doing well.

 

Dry Bones!! Welcome back!


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#3957 Slydog43

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Posted 11 February 2023 - 11:07 PM

Is there a 10.8 Beta thread?  I came across a table that loads fine in 10.7.3 final but crashes 10.8.xxx.



#3958 Outhere

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Posted 11 February 2023 - 11:32 PM

Is there a 10.8 Beta thread?  I came across a table that loads fine in 10.7.3 final but crashes 10.8.xxx.

https://github.com/v...vpinball/issues



#3959 lukpcn

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Posted 06 March 2023 - 11:56 AM

Hey, I'm on 10.7.3 and I've changed my SSD to NVME... not to a super duper one but it's 3 times faster than the SSD, windows opens a lot faster, pinup popper loads a lot faster... yet VPX loads table int the same time as with SSD (aprox 15 seconds via pinpu popper)... any1 have experience why it might not speed up the VPX loading process ?


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#3960 Thalamus

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Posted 06 March 2023 - 12:32 PM

Hey, I'm on 10.7.3 and I've changed my SSD to NVME... not to a super duper one but it's 3 times faster than the SSD, windows opens a lot faster, pinup popper loads a lot faster... yet VPX loads table int the same time as with SSD (aprox 15 seconds via pinpu popper)... any1 have experience why it might not speed up the VPX loading process ?

 

How fast do you think your old SSD could load 100mb file ? Fast !! How fast does your nVME ? Faster - but, how scientific did you measure the difference ? By counting ? :)

 

What I expect you are seeing, is how fast your processor and GPU is able to render/process what it loads, and since you didn't change either of them, the result should be fairly the same as before.


Edited by Thalamus, 06 March 2023 - 12:34 PM.

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