And maybe releasing an official 9.1.6 before starting that?
Releasing an official 9.1.6 makes much sense as there happened a lot great stuff and progress after 9.1.5. ![]()
Posted 31 July 2013 - 09:33 AM
Yes a release would be good. I have not used my cab in a while so it would be nice to drop the latest version into it and see what improvements have been made.
is there any specific tables i should download to see the biggest benefits graphically??
Thanks for any advice as i have not really been keeping up with all that you guys have been doing.
Posted 31 July 2013 - 01:29 PM
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
Posted 31 July 2013 - 08:15 PM
Yep... but if we start that we should call the next version 9.5 or if we change to dx9 it should be version 10.
We can try to make it as compatible to the current version as possible but I think everyone should know that this won't be for every table
Yes if it will need table updates to run then call it Ver 10
Posted 31 July 2013 - 08:40 PM
While your begin to migrate to DX9 VP10, if you encounter any further optimizations or fixes along the way can you incorporate them into VP 9.17 beta? I agree its about time you guys went full force on DX9 port as trying to save compatibility is just slowing down your progress.
Thanks for making VP a much more enjoyable experience and thank you to all the table modders and builders who utilize your improvements to the code!
Posted 31 July 2013 - 08:46 PM
nah the big step is far far away
But closer?
nope not even close ![]()
the first step we have to do is to eliminate the sprite blitting. Doing that means a rework of the graphics engine. We have to change all elements (flippers, gates, walls and so on) to dynamic elements (like alpha ramps and primitives).
I started with the walls but my first ugly try wasn't really enjoyable, the fps droped down to 2fps ![]()
I think I have to dig much deeper to find a better way...
Yep... but if we start that we should call the next version 9.5 or if we change to dx9 it should be version 10.
We can try to make it as compatible to the current version as possible but I think everyone should know that this won't be for every tableYes if it will need table updates to run then call it Ver 10
You certainly will need that. Changing the render engine means that some methods you use today won't work anymore or will look odd.
Posted 03 August 2013 - 03:31 PM
OK i have just setup my cab again and got rev 628 is there any quick specific option changes i need to make to get the best graphics experience?
Iam not really up to speed on the changes that have been done but iam going to give it a go anyway.
Any advice would be nice
Cheers Paul
Posted 04 August 2013 - 09:38 AM
Hello all,
First, thanks for all your great work on VP ![]()
Second, I don't know if this can help, but I noticed a little problem with the rev628, when I launch ST-TNG : I can't have ball after pressing Start, and the 2 flips stay inactive. It was OK with rev627.
But it's maybe only on my computer (Win7 64bit, vp launched as admin)...
Posted 05 August 2013 - 10:16 PM
Another strange behavior of rev628 on the new Demolition Man (Teppotee's one). The 2 flips don't react very well (with delay), and sometimes stay blocked (in high position) untill the next time I press the shift key.
No problem with rev627.
had this issue with 626 with NBA fastbreak and now works fine with 628. I did also notice the crashing issue is corrected with the 628 . Everything is running sweeeeeeet. Haven't tried Demolition man yet.
Posted 06 August 2013 - 05:30 AM
Yes. I also can confirm this flipper-stuck-issue with 626 and NBA Fastbreak. But this occurs for me only when using the d2BS backglass version. When playing the FS version without backglass it works fine.
Currently building playing a low-cost cab: 39''/27''/15''
System: Intel Core i5-4570, Asus P8Z77-M, 8GB, EVGA GTX650 Ti Boost 1GB, Win10 Pro x64 , 3 screen setup