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VP9.1.6 Alpha/Beta Bugs & Feedback


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#381 luvthatapex

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Posted 28 June 2013 - 09:36 PM

So how can I make a 3 sided primitive display properly, is there a trick?

Just for grins, I changed the sides to 21 and I can see all 3 images now, but of course its more like a spool rolling instead of a 3 sided rack.

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Edited by luvthatapex, 28 June 2013 - 09:36 PM.


#382 fuzzel

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Posted 29 June 2013 - 09:44 AM

@jimmy: please try rev 607. The performance should be the same as it was in rev588 ;)



#383 unclewilly

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Posted 29 June 2013 - 10:36 AM

Very nice work on this. Just found out it will take quite some time before I can figure out blender. Any 3d modelers in the house. I'd really like to play with this feature

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#384 TedB

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Posted 29 June 2013 - 10:39 AM

Is there some kind of road map for 9.1.6? The latest addition and feature sounds like such a big thing that I would only expect something like that for a major new release. 

Not trying to stop anyone's creativity here though.. please don't stop :) Just wondering. 



#385 fuzzel

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Posted 29 June 2013 - 12:03 PM

The only roadmap I can think of is to switch to dx9 some day all other things will come when we find the time implementing them

#386 luvthatapex

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Posted 29 June 2013 - 02:06 PM

Can you suggest how to make a 3 sided primitive display all 3 images? I am still stuck on this

#387 unclewilly

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Posted 29 June 2013 - 02:42 PM

I'll see what I can do when I get home tonight

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#388 kiwi

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Posted 29 June 2013 - 04:11 PM

I have tested Roller Disco with the rev605-607 , I have 95 frames and a bit of stuttering.
With the revision 588, I have 245 frames.
The best result I have with the official version VP915 , 265 frames.


Thank you very much.

 

Max



#389 jimmyfingers

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Posted 29 June 2013 - 04:42 PM

@jimmy: please try rev 607. The performance should be the same as it was in rev588 ;)

Unfortunately rev 607 still yields the same results and findings as I mention in my previous post regarding rev 605 - doesn't appear to have resolved it and rev 588 still much quicker on my rigs.  Thanks for looking into it and so quckly releasing this attempt to resolve the issue.



#390 toxie

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Posted 29 June 2013 - 05:01 PM

This is awesome....to have 3d primitives. Is there any limitations....like number of faces of a primitive?
JP...i strongly rekomend Blender 3d....first of all its free, and the second...there is alot of online tutorials!

I didn't implement a limit for faces or vertices. The torus in my demo table has more than 10.000 faces and 3.400 vertices.

I just added it to NBA Fastbreak just to see how much the fps will drop, but do you know what? The fps increased by roughly 20fps?! :D

Just keep in mind that if you use 3d primitives with too much faces the table will be slow on slower systems or older gfx cards.

 

Isn't there a 65.536 limit in DX7?

Apart from that, great work fuzzel! This will bring the quality of VP tables to the next level! Plus people could try building all kinds of stuff with primitives and so we could slowly get rid of some of the builtin stuff?!

As for collisions: I guess we could get away with the builtin octree code in VP, we just would need to tweak it so that it 'knows' about the triangles of the primitives when constructing/testing for hits..



#391 luvthatapex

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Posted 29 June 2013 - 05:05 PM

Can we make a triangular primitive WITHOUT collision now that displays all 3 sides?


#392 fuzzel

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Posted 29 June 2013 - 07:55 PM

Isn't there a 65.536 limit in DX7?

Apart from that, great work fuzzel! This will bring the quality of VP tables to the next level! Plus people could try building all kinds of stuff with primitives and so we could slowly get rid of some of the builtin stuff?!

As for collisions: I guess we could get away with the builtin octree code in VP, we just would need to tweak it so that it 'knows' about the triangles of the primitives when constructing/testing for hits..

Yes DX7 is limited to 65536 polys. I think it would be nice to build a 3d mesh library over the time. If some 3D artists out there could create bumpers, toys, flippers and so on as mesh objects. Maybe someone can

try to realize Champion Pub. Shouldn't be a big problem if someone can make the punching bag as 3D mesh ;)



#393 fuzzel

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Posted 29 June 2013 - 08:06 PM

@jimmy: please try rev 607. The performance should be the same as it was in rev588 ;)

Unfortunately rev 607 still yields the same results and findings as I mention in my previous post regarding rev 605 - doesn't appear to have resolved it and rev 588 still much quicker on my rigs.  Thanks for looking into it and so quckly releasing this attempt to resolve the issue.

And again a nice weird bug in VP. On my systems the 607 runs around 50fps faster than 588 (measured with BBB). The majority of changes I did since 588 were related to the layers. In rev598 I cleaned some code with the material

handling. Maybe this change makes the slowdowns on your systems? The new feature is just an addon to the old primitive code without any changes to the old primitive handling.



#394 fuzzel

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Posted 29 June 2013 - 09:48 PM

ok next try...please test rev 608



#395 jimmyfingers

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Posted 29 June 2013 - 11:48 PM

ok next try...please test rev 608

Wicked!  It's back to the levels of FPS before 605 / 607. doubled checked and on the couple test tables I had been using, it definitely was still there with 607 and isn't on 608 (verified on two systems - development and mini-cabinet). 

 

Thanks alot Fuzzel for sorting this out.  There is two WIPs I've got on the go that both need the latest features (additive alpha) and really shine. pardon the pun, with them.  Also, the improvements to the primitive coding, over the last few dozen revisions of VP, for performance - and why this bug was pretty important to resolve in my opinion -  has opened the door for more people to use them for different things without grinding a table's FPS down like in the initial implementations.  This ability to do more with prmitivies while keeping FPS respectable and a table playing smoothly is / was huge and all that goodness before this great 3D potential - I think we all still have to wrap ou heads around that and I can't wait to see it utilized.

 

The general limited performance hit from primitives since and before 915, has allowed me to do something pretty cool, and on an already pretty busy alpha (flasher) / GI table, that couldn't have really been done earlier and allowed me to think in a different way of realizing something I've been mulling over how to accomplish periodically for probably almost 2 years.  Being secretive on purpose and hope to release it after getting my work on Hurricane finished up.  When I think of how much eye candy can be added now, it's awesome with the additive flashers looking amazing and primitives being able to to be used more.

 

Cheers and I wish you could have "one" on me :drinks:



#396 fuzzel

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Posted 30 June 2013 - 07:23 AM

I'm glad that the performance is back :D I'm really looking forward to play your next releases.

#397 skinooe

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Posted 30 June 2013 - 08:11 AM

yes 6.08 works really well: In 599 amd 6.0: there was no ball in table diner : In 6.08 super frame rate, diner works perfect. Thank you for your hard work.


Edited by skinooe, 30 June 2013 - 08:11 AM.


#398 luvthatapex

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Posted 30 June 2013 - 04:27 PM

It looks like the last side of the primitive has a display problem no matter which vp version (915 or916). I tried many sides and different ways to make the template. If i have a 3 sided primitive side 1 and 2 are fine. For a 4 sided primitive sides 1,2 and 3 are fine. Etc.... I guess there isn't a workaround yet? Just trying to understand this ......

#399 fuzzel

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Posted 30 June 2013 - 06:05 PM

It looks like the last side of the primitive has a display problem no matter which vp version (915 or916). I tried many sides and different ways to make the template. If i have a 3 sided primitive side 1 and 2 are fine. For a 4 sided primitive sides 1,2 and 3 are fine. Etc.... I guess there isn't a workaround yet? Just trying to understand this ......

Yep it seems that's a bug in VP. I can tell how to fix it yet, as a workaround you could try to make a 3 sided object (prism) in Blender or 3DSMax or any other tool, define the texture coords to the 3 sides and export it to an obj file.

Then import it with VP assign the texture and try if this works better.



#400 luvthatapex

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Posted 30 June 2013 - 08:35 PM

ok, workaround is good.

 

I loaded blender 2.67 and am so confused by the interface. Huge learning curve. Do you have a 3 sided object in an obj file I can try to see if it displays properly?

 

It looks like the last side of the primitive has a display problem no matter which vp version (915 or916). I tried many sides and different ways to make the template. If i have a 3 sided primitive side 1 and 2 are fine. For a 4 sided primitive sides 1,2 and 3 are fine. Etc.... I guess there isn't a workaround yet? Just trying to understand this ......

Yep it seems that's a bug in VP. I can tell how to fix it yet, as a workaround you could try to make a 3 sided object (prism) in Blender or 3DSMax or any other tool, define the texture coords to the 3 sides and export it to an obj file.

Then import it with VP assign the texture and try if this works better.