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The VP 10.7 beta thread


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#3961 STAT

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Posted 06 March 2023 - 12:52 PM

Guys, so that means, 10.8 new Releases are only on the GibHub Pages ?



#3962 lukpcn

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Posted 06 March 2023 - 12:54 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.

 

Thanks, didn't think of that.


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#3963 toxie

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Posted 06 March 2023 - 02:58 PM

Guys, so that means, 10.8 new Releases are only on the GibHub Pages ?

For now. 10.8 is still not ready for prime time / beta phase. If vbousquet and jsm green light the beta phase, we can go for the usual thread.



#3964 wiesshund

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Posted 06 March 2023 - 10:09 PM

Guys, so that means, 10.8 new Releases are only on the GibHub Pages ?

 

No 10.8 beta thread yet
So 10.8 is a try at your own risk and report issues on github kinda thing.

Isnt really to the open testing phase yet, some neat possibilities in the openGL branch that vbousquet has been working on though


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#3965 hitman2304

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Posted 07 March 2023 - 09:22 AM

Can You tell more about this new Open GL possibilities?



#3966 tgx

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Posted 10 March 2023 - 10:22 PM

Would it be possible to get [FILE OPEN AS READ ONLY] in the window title if a file has been opened that is marked 'read only'?

At present i keep opening files I've saved as read only, make edits and then hit save only to find out it is read only. When that happens,

VPX crashes out, closes and I lose all of my edits. There has only been once or twice where it has failed gracefully and I can unmark

read only on the file and go ahead and get VPX to save my edits.

 

This is VPX 10.7.3.

 

Thanks.



#3967 Gravy

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Posted 10 March 2023 - 10:54 PM

Can You tell more about this new Open GL possibilities?

I'm thinking that at least one possibility may be more accurate anaglyph 3D support either via inbuilt 3D or Reshade/Depth3D combo.

One issue with current anaglyph 3D is that transparent surfaces such as plastic ramps are not rendered correctly in 3D as anything below the transparent surface appears to have no additional depth and simply looks like a texture stuck to the bottom of the transparency. I'm hoping that true "per eye" stereo 3D rendering of GL may overcome this issue.


Edited by Gravy, 10 March 2023 - 10:56 PM.

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#3968 Mike DA Spike

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Posted 13 March 2023 - 09:43 AM

Can You tell more about this new Open GL possibilities?


BAM is fully supported with opengl and the use of VR devices (via steam vr or open composite).
Thats what I see from user perspective

331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters 


#3969 toxie

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Posted 18 March 2023 - 05:46 PM

Hi!

 

Small sign of life: https://github.com/v...7.4-400-1965b7b

 

10.7.4 beta, and here we need your help. It introduces dynamic ball shadows from bulb lights (e.g. as used in most slingshots).

Are there tables where this leads to artifacts?

Is the performance impact too much on low end systems?

 

Thanks!



#3970 toxie

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Posted 18 March 2023 - 06:06 PM

Would it be possible to get [FILE OPEN AS READ ONLY] in the window title if a file has been opened that is marked 'read only'?

At present i keep opening files I've saved as read only, make edits and then hit save only to find out it is read only. When that happens,

VPX crashes out, closes and I lose all of my edits. There has only been once or twice where it has failed gracefully and I can unmark

read only on the file and go ahead and get VPX to save my edits.

 

I just added this to the title, good idea!

If you have an exact repro when VPX actually crashes, this would help, as so far i could only reproduce graceful failures (error box when saving), but no crash.



#3971 Wylte

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Posted 18 March 2023 - 07:25 PM

Hi!

 

Small sign of life: https://github.com/v...7.4-400-1965b7b

 

10.7.4 beta, and here we need your help. It introduces dynamic ball shadows from bulb lights (e.g. as used in most slingshots).

Are there tables where this leads to artifacts?

Is the performance impact too much on low end systems?

 

Thanks!

Well now I'm out of a job!  This is really awesome to see, thank you for bringing it into 10.7!

 

First request - can we have a separate checkbox for these, so they can be disabled per-bulb?  Sometimes an author might want it for performance reasons, or for lights placed for artistry.  And older tables that were designed without shadows in mind might get weird if it's enabled by default.

 

My CPU is overpowered for this, but I'm not seeing any performance impact.


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#3972 toxie

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Posted 18 March 2023 - 07:48 PM

Actually this is a 10.8 feature, and there it is a UI setting at the moment. But as we're not sure yet if it will survive in this form until the final 10.8 release, i thought that backporting this 'simple version' might be a good idea, just to enhance all existing tables out of the box.

 

Do you maybe have examples where lights used for artistry may cause problems? Performance (in theory) should be fine, if at all there should(!) only be a minimal FPS impact.



#3973 wiesshund

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Posted 18 March 2023 - 07:56 PM

Well now I'm out of a job!  This is really awesome to see, thank you for bringing it into 10.7!

 

 

 

First request - can we have a separate checkbox for these, so they can be disabled per-bulb?  Sometimes an author might want it for performance reasons, or for lights placed for artistry.  And older tables that were designed without shadows in mind might get weird if it's enabled by default.

 

My CPU is overpowered for this, but I'm not seeing any performance impact.

 

I agree

Sometimes you use multiple lights for artistic reasons
One lamp to get the proper glow through effect on the plastics, and another lamp set up differently, to get the intended effect down on the playfield and ball for example.
It would be good to be able to control which bulbs have this effect.

 But yes, lets test the effect itself first and work from there.


Actually this is a 10.8 feature, and there it is a UI setting at the moment. But as we're not sure yet if it will survive in this form until the final 10.8 release, i thought that backporting this 'simple version' might be a good idea, just to enhance all existing tables out of the box.

 

Do you maybe have examples where lights used for artistry may cause problems? Performance (in theory) should be fine, if at all there should(!) only be a minimal FPS impact.

 

LTD blackhole perhaps?

I have lamps for the plastics effect, and a visual lightbulb
and then lamps below those for the actual lighting and ball reflections etc, and it is these lamps that that i run the dynamic ball shadows from
it may look kind of strange if all the lamps that were just for the plastics effect began casting shadows?


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#3974 toxie

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Posted 18 March 2023 - 08:05 PM

Just test, please, and then let me know of tables that look weird.



#3975 Wylte

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Posted 18 March 2023 - 09:16 PM

Just test, please, and then let me know of tables that look weird.

Just checked a bunch and I think even where it wasn't intended the effect is subtle enough to not be distracting (or even noticeable for most people, probably).

SLAYER (HF 2022) has stacked lighting, but the only "Show Mesh" lights around the slings are at 0.01 height so you get a very thin line cast from the bottom of the ball. Not a deal breaker in the least, and that's the weirdest one I could find :)

Thank you so much to Niwak and Toxie and whoever else contributed to getting this feature into VPX :D
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#3976 Gravy

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Posted 18 March 2023 - 09:48 PM

@Toxie, I have a suggestion to add a ball texture rotation option so that it correctly follows table inclination.

See suggestion thread at https://www.vpforums...showtopic=51071

An example of the issue shown below:


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#3977 jpsalas

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Posted 18 March 2023 - 09:56 PM

I have only tried a few tables and I can't see any strange artifacts, and the fps are the same. I tested it on my portable which I get about 60fps on most of my tables, so it is not very powerful :)


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#3978 Gravy

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Posted 18 March 2023 - 10:46 PM

Hi!

 

Small sign of life: https://github.com/v...7.4-400-1965b7b

 

10.7.4 beta, and here we need your help. It introduces dynamic ball shadows from bulb lights (e.g. as used in most slingshots).

Are there tables where this leads to artifacts?

Is the performance impact too much on low end systems?

 

Thanks!

Wow... now that is an awesome feature thanks Toxie. Tried it on a couple of tables with the Ball control roller and it looks amazing and should save a lot of work for table creators who normally implement this manually.

Is there a way to disable it currently in case it does cause issues in some tables?


Edited by Gravy, 18 March 2023 - 10:53 PM.

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#3979 toxie

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Posted 18 March 2023 - 11:34 PM

@Toxie, I have a suggestion to add a ball texture rotation option so that it correctly follows table inclination.

See suggestion thread at https://www.vpforums...showtopic=51071

 

The issue is that the ball does not feature a 'true' reflection of the surroundings, and actually not even employs a real environment map, like e.g. the one that is used for the lighting of the table.

It's just a pure 2D image. This was done by design, as artists and users can much simpler pick a ball image this way. The downside is that things like changing camera or table (or in VR) is not reflected (pun intended) in the ball.
 


Is there a way to disable it currently in case it does cause issues in some tables?

We would like to avoid it, if possible, as lighting in general may(!) change a bit with 10.8. So if you find some table(s) please list them here.



#3980 Gravy

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Posted 18 March 2023 - 11:50 PM

Noticed some issues with the ball shadows from the bulbs in Flupper's whitewater. The slingshot bulbs don't throw shadows, but the bulbs under the plastic that sits aside the right flipper do seem to work correctly. Maybe he has lit this differently.
Also, note at the top left of playfield at 0:13 how the bulb shadow is too thin for the ball size.


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