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The VP 10.1 beta thread


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#441 jimmyfingers

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Posted 25 April 2016 - 02:17 AM

 

Cool to see some new options for exclusive full screen and maybe this can allow it to work with SLI properly now?  However, I tried to check out the exclusive fullscreen but noticed that no 120hz options show up in the preferences even though my monitor has that support and was currently configured for that resolution / refresh.  This was on my rotated HV (Hybrid View / single screen) set-up with 1440x2560.  At 60hz, as a test, it worked and then I tried setting in registry as 120hz (should work) but then the VPM game I was trying gave controller errors while starting (either with native pinmame or B2S).  However, when using the same registry hack for 120hz attempt, the default table (non-VPM) worked and I was able to get exclusive full screen at 120hz.

 

The VPM table I tried was first with B2S, so also either trying to display any VPM screen / window as it was an 80s table with LEDs done through B2S so the pinmame window itself was hidden / not being viewed.  Tried also with it in pure VPM mode and same issue with not starting and giving controller errors.

 

Is there a way that this new feature can be extended to work with 120hz?  Shouldn't be a pinmame limitation when running without an actual pinmame graphical window / outpu (.hiidden=1) and where the built-in VPM window or native one become a moot point as they are simply not drawn (I would think if any refresh rate issues between the two programs were the real problem that not displaying any window / output from pinmame should allow it to function).

 

Would be cool to test with better refresh rates than 60. 

 

I can choose 60, 85, 120 and 144 Hz. But I use a single monitor.

 

attachicon.gifclipboard.jpg

 

Yah, I'm a single monitor too "(Hybrid View / single screen) set-up with 1440x2560", but don't have the options.  Maybe it's a portrait thing for the selections / options.  Also, JP, have you successfully ran any of the 120 / 144 Hz modes in exclusive full screen (VPM games)?



#442 jpsalas

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Posted 25 April 2016 - 03:35 AM

Yes, vpinmame tables run fine, but I can't get the vpm window to be on top. I can see it working if I ALT TAB, but when I go back to VP it is not on top (I have tried clicking on it and moving it a little). Tables using the new VP DMD options work fine (using a flasher or a textbox).


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#443 jimmyfingers

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Posted 25 April 2016 - 05:17 AM

Did you run 120/144hz successfully though and not just exclusive full screen mode?  If so which exact refreshes and resolutions did you try?  I tested while switching back to a "normal" landscape mode and nothing changed with any refresh rates showing over 60.  My custom resolutions even in VP9x did show up in VP even after creating in nVidia control panel, which is what I had to do with my Yamakasi Catleap to get the 120hz custom refresh / resolution (it's 2560x1440 and 60 default).

 

So, still for me, no 120hz resolutions / refreshes showing in VP and with registry hack, which I thought would do the trick, yields VPM tables giving a controller error but with that same hack / direct registry edit, I can get the default table to play in exclusive full screen at 120hz and either portrait or landscape 1440p 120hz.  



#444 jpsalas

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Posted 25 April 2016 - 05:33 AM

I normally run vpx in Windowed Fullscreen mode at 120Hz with vsync at 1, so I get 120 fps on all the tables (I use an i7 @ 3.4Ghz and a GTX 680, and all the tables run at 120 fps).

I did the Fullscreen mode test with several tables, and they all run at both 120Hz and 144Hz (I didn't try 60Hz though), and the only problem I had was the DMD not showing up on top of the table. I only played desktop versions, but since I only have one screen then there is no difference running desktop vs FS.


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#445 toxie

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Posted 25 April 2016 - 06:54 AM

rev2580 is up:

 

- add 'reset to defaults' to video preferences
- add true fullscreen support and basic fullscreen support for 10bit monitors (only sRGB is supported)

 

As for the fullscreen mode: if you activate this you won't see the pause window anymore only a small text is displayed. However the hotkeys for the pause window are still working but if get into the debug mode you are probably out of luck getting out of the menu only ALT+F4 helps here ;) But be aware of the fact that in true fullscreen mode you might get input lag if you use it together with VPINMAME and/or B2S.

 

Actually slight correction, its the other way round: You might get -less- lag, but one might get problems with VPM and/or B2S.

I fixed one issue already in VPM, will upload a new build 'soon'.


Cool to see some new options for exclusive full screen and maybe this can allow it to work with SLI properly now?  However, I tried to check out the exclusive fullscreen but noticed that no 120hz options show up in the preferences even though my monitor has that support and was currently configured for that resolution / refresh.  This was on my rotated HV (Hybrid View / single screen) set-up with 1440x2560.  At 60hz, as a test, it worked and then I tried setting in registry as 120hz (should work) but then the VPM game I was trying gave controller errors while starting (either with native pinmame or B2S).  However, when using the same registry hack for 120hz attempt, the default table (non-VPM) worked and I was able to get exclusive full screen at 120hz.

 

The VPM table I tried was first with B2S, so also either trying to display any VPM screen / window as it was an 80s table with LEDs done through B2S so the pinmame window itself was hidden / not being viewed.  Tried also with it in pure VPM mode and same issue with not starting and giving controller errors.

 

Is there a way that this new feature can be extended to work with 120hz?  Shouldn't be a pinmame limitation when running without an actual pinmame graphical window / outpu (.hiidden=1) and where the built-in VPM window or native one become a moot point as they are simply not drawn (I would think if any refresh rate issues between the two programs were the real problem that not displaying any window / output from pinmame should allow it to function).

 

Would be cool to test with better refresh rates than 60. 

 

VPM did not check that the hidden flag was set, but it will with a new build. Why the 120Hz resolution does not show up for you i cannot explain, it should at least in theory.


 

This is not an issue.. It all depends on driver support vs graphics card model vs OS.. Thats why the option is basically there.. :)

 

Updated NVidia drivers, DotNet4 and Vlsual C+++. Still getting "unable to access texture surface". I'm wondering if Direct X 9.0c lacks the texturing/shading capabilities. :hmm:

 

But as said, this is actually not an issue, so do not worry about this. :)

The alternate checkbox is just there to make it possible that some of the new VP10 features still work on such setups (e.g. i also have to use it on my XP machine).



#446 fuzzel

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Posted 25 April 2016 - 06:56 AM

Ah yes. I did some testing yesterday and I got a big performance kick in true fullscreen mode. But because in true fullscreen the screen is locked exclusively by VPX so no other application can render to it. That's the reason why we should extend VPX to support multiple monitors.

#447 toxie

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Posted 25 April 2016 - 07:01 AM

Yes, vpinmame tables run fine, but I can't get the vpm window to be on top. I can see it working if I ALT TAB, but when I go back to VP it is not on top (I have tried clicking on it and moving it a little). Tables using the new VP DMD options work fine (using a flasher or a textbox).

 

Thats one of the limitations and one of the reasons why we abandoned the exclusive fullscreen mode initially. But now that there is the option of the in-VP-DMD, i thought it would be a nice option to ressurect the code.

Also another reason was the 10bit-monitor support and especially the upcoming HDR-monitor support (will take some more time though until NVAPI officially exposes it, so that we can use it) which both need this exclusive fullscreen mode. I'm -really- looking forward to that, as it should crank up the realism -a lot- (much more dynamic range, plus much more brightness for flashers, etc).


So, still for me, no 120hz resolutions / refreshes showing in VP and with registry hack, which I thought would do the trick, yields VPM tables giving a controller error but with that same hack / direct registry edit, I can get the default table to play in exclusive full screen at 120hz and either portrait or landscape 1440p 120hz.  

 

As said, do not worry, new VPM is on the horizon.  ;)



#448 ninuzzu

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Posted 25 April 2016 - 07:34 AM

I hope one day, vpx will support normal mapping, well...... at least for the toys ;)

Do you think this can be done? Not pushing, only asking .


Videotutorials: plastic ramps in blender------>part1     part2


#449 fuzzel

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Posted 25 April 2016 - 07:38 AM

Yes that's possible. The only reason why that's not supported right now is time :) As we have to change things in the editor to separate a normal image from a normal map.

#450 toxie

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Posted 25 April 2016 - 08:14 AM

i even already have the shader code and everything lying around. but as fuzzel says, the main work is the editor and all the connection code inbetween.

but then again, its also not -that- useful for pinball machines, as it could only be used on toys, almost everything else is pretty flat..



#451 fuzzel

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Posted 25 April 2016 - 08:19 AM

I would add this just for the primitive element and not to everything else in the first step. As more and more tables are built with primitives and not only toys you have the freedom to apply a normal map.maybe a feature to add before releasing 10.1?

#452 toxie

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Posted 25 April 2016 - 08:21 AM

if you have the time for it, why not? go ahead then!  :)



#453 ninuzzu

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Posted 25 April 2016 - 08:37 AM

OMG great news!!!!

normal map only for toys, we don't need it for the others elements; maybe a new option when you set a primitive to "toy"

 

 

This way we can use low poly models with great effects!

Thanks guys, you rock!


Edited by ninuzzu, 25 April 2016 - 08:39 AM.

Videotutorials: plastic ramps in blender------>part1     part2


#454 fuzzel

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Posted 25 April 2016 - 08:38 AM

I did some quick checks and I guess normal mapping will be available in the next build :)

#455 ninuzzu

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Posted 25 April 2016 - 08:43 AM

No words...... :love39:


Videotutorials: plastic ramps in blender------>part1     part2


#456 Dozer316

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Posted 25 April 2016 - 09:02 AM

Just a quick question Toxie / Fuzzel. Would it be possible at some stage to look at rendering volumetric lights as a lamp option in the editor or something with an alpha z channel to facilitate the easy move from cabinet to desktop views?  -  The 2D lamps look great in cabinet view but it's hard to get them to look nice in desktop mode at times when the view plane exposes their lack of depth.

 

I did some experiments a while ago with several slices of lamps to form a sphere but they looks staggered in desktop view which kind of ruins the illusion. 

 

Anyway just a thought - cheers.

 

Dozer.



#457 fuzzel

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Posted 25 April 2016 - 09:11 AM

Volumetric or dynamic lighting is a feature we would like to add but that would mean to render everything each frame. And that would mean that you have to build a table in a much different way as your are used to it today. Otherwise you will get performance problem even on fast systems. The key for handling this is to combine as much elements into one render call. To do that you have to work much much more with primitives and use Blender or any other 3D tool to build meshes and just use VP elements for handling the collision part.

#458 toxie

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Posted 25 April 2016 - 10:52 AM

Plus we need to extend the engine to make that possible, e.g. add some many-lights solution to the core engine. In addition, also shadows then (as you won't be able to manually "draw" them like its the case right now).



#459 Dozer316

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Posted 25 April 2016 - 12:12 PM

Plus we need to extend the engine to make that possible, e.g. add some many-lights solution to the core engine. In addition, also shadows then (as you won't be able to manually "draw" them like its the case right now).

 

Cheers Toxie / Fuzzel.


Edited by Dozer316, 25 April 2016 - 12:15 PM.


#460 BorgDog

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Posted 25 April 2016 - 02:51 PM

Feature request.  Is there a way to add a finger to poke elements similar to the launch balls in the debug?  Or since collisions are ball driven maybe a magnetic finger that holds the ball and you can move it around and hit things with it.  Would be a great help debugging tables and testing scripts.

 

Thanks for all the great stuff you guys do.

 

Dan