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VP9.1.6 Alpha/Beta Bugs & Feedback


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#501 PilzTom

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Posted 07 August 2013 - 05:28 AM

I have this with when using a *.directB2S-file. For STTNG I have a ...B2S.exe file in my tables folder and this is working well. I hope this is what you mean with exe mode of backglass.

What must be done to get such an EXE-file from a direct2BS file?


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


#502 Pinball999

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Posted 07 August 2013 - 07:02 AM

Hi there,

 

While surfing on the forums, I could find a thread talking about the HLSL option in Mame.

http://www.vpforums....y good reason

 

Among other things, the option gives you the possibility to enhance the glowing in Mame games. I've discussed about this with Zany, and we are wondering if this option could be added to VP or PinMame. This would allow users without a real DMD to have a very nice glowing effect on the DMD area (Desktop or 3rd screen), and make it look like the real thing.

 

Do you think such option could be added? Or if we need to contact the PinMame guys for this?

Thanks in advance.



#503 zany

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Posted 07 August 2013 - 11:10 AM

Yes....this would be an an awesome option....especially to PinMame. I played around with HLSL yesterday and it looks REALLY nice!



#504 toxie

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Posted 07 August 2013 - 01:48 PM

But i wonder if a DMD emulation actually should really feature glow.. in real life these things are actually pretty sharp looking.. (do not compare to -photos- of DMDs!)

Also all the monitor based commercial replacement solutions didn't go for such things but rather copying the original round look of the LEDs.. IMHO all one needs would be a monitor that can display extremely bright values to "simulate" LED brightness levels, the rest ("glow"/bloom) your eye will naturally take care off..

 

What is really missing in pinmame though is a high definition output, so that one gets real round LEDs and not just anti-aliased/doublesized rectangles, plus some high def segmented LED rendering..

Not to forget fading for segments (and maybe a tiny bit for DMDs, too)..

I did some prototype work for both of this, but its really super-unfinished (and i emulate the segments by abusing the DMD code, YUK!!)..

 

(and apart from that the monitor simulation in mame by now is really awesome indeed, no reason anymore to build cabs with arcade-TVs! :))

 

EDIT: oh, and to answer the original question: pinmame is also still based on DX7, so no shaders/HLSL there.. :(

 

EDIT: as a teaser, here the round LEDs (along with tweaked brightness levels)

Attached Files


Edited by toxie, 07 August 2013 - 01:53 PM.


#505 zany

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Posted 07 August 2013 - 02:37 PM

Well....of course the HLSL glow effect would be optinal in the settings. It is like the flasher halos in newer tables....they look so much better with the halo effects then without. Also...as Pinball999 said...HLSL effects on the table would be cool....so that lamps and stuff would have a slight halo/glow effect. As it is now....many tables looks pretty flat and lifeless.

Toxie....i'm really glad to hear that you are working on this, and to improve it! :D
 



#506 toxie

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Posted 07 August 2013 - 02:45 PM

In VP it's the same problem as in Pinmame: Due to DX7 everything would have to be done in software (that's what is basically done for FXAA and 3Dstereo implementations in VP), but it's damn slow this way.. So another thing to look forward to if at some point VP would be running on DX9 or above..



#507 zany

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Posted 07 August 2013 - 03:24 PM

True...i really hope we will see VP and PinMame running as you say....DX9 or above! :)



#508 darquayle

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Posted 08 August 2013 - 12:30 AM

I have this with when using a *.directB2S-file. For STTNG I have a ...B2S.exe file in my tables folder and this is working well. I hope this is what you mean with exe mode of backglass.

What must be done to get such an EXE-file from a direct2BS file?

 

 

When running a table with a directb2s back glass you can right click on the backglass and the following settings can be configured. 

Attached File  directb2ssettings.jpg   67.22KB   11 downloads

Make sure run in exe is enabled and make that your default as well.  It doesn't make a difference in most tables but I have found a few that seem to play better if they are run in exe mode.



#509 Pinball999

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Posted 08 August 2013 - 06:43 AM

Thanks a lot for the feedback Toxie! Love the work on the round LEDs, this should do perfectly the trick :)



#510 ViriiGuy

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Posted 12 August 2013 - 02:49 AM

 

 

EDIT: as a teaser, here the round LEDs (along with tweaked brightness levels)

That is awesome looking!! I can't wait to see it on my P2k Cab.



#511 PilzTom

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Posted 12 August 2013 - 12:06 PM

After experiments with nvidia settings and latest VP build I did some research in the forums. In some older thread started in August 2012 there was a disussion about Win7 & NVidia settings. Shortly summarized current behaviour is:

When forcing Anti-Aliasing (no matter which algorithm) in Nvidia settings you'll get fine black lines on the table (e.g. around lights, tested with NBA Fastbreak and Rev628 and latest official NVidia drivers 320.49 and an EVGA GTX650Ti Boost SC). Workaround for this could be using FXAA instead, but unfortunately this is not working with Win7 (only in XP). So this means Win7 could not be used for cab builds when having a nvidia card.

In the old thread toxie mentioned that he thinks it is possible to fix the black-lines issue within VP code itself.

Another interesting thing:

When activating AA-gamma correction and/or AA-transparency I have purple lines in T2CE.

 

So has anyone found a solution for this blackline-thing with Win7?

Is currently beeing worked on this? - or somebody knows what exactly is causing it?


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


#512 The Loafer

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Posted 12 August 2013 - 01:33 PM

From my understanding, this is an nvidia thing and how they don't support directx 7 very well. Unfortunately, VP presently used directx 7 so either nvidia needs to fix this (and because directx 7 is so old, I doubt they have it very high on their priorities list) or VP uses directx 9, which is coming eventually, but its a ways off.

Feel free to correct my understanding experts :)

#513 PilzTom

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Posted 12 August 2013 - 02:55 PM

Yes, I read about the DX7 problem. But as I wrote toxie thought that it should be able to fix at least the black line issue, so that 'real' AA can be used - what should be better anyway because it applies only to real object edges and not the complete frame like FXAA.


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


#514 toxie

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Posted 13 August 2013 - 01:50 PM

So far my attempts didn't pay off.. :(

It's also all due to the damn 2D blits of static/animated parts.. And i haven't found a workaround for AA for these yet..



#515 orbiter82

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Posted 18 August 2013 - 02:07 PM

Hi,

 

is it possible to add an option, to disable the gamepad options, that came with version 913 ?

 

when I have a gamepad pluged in, the plunger only moves a bit and not the complete way. I tried near every setting but nothing helped.

 

I didnt found a 915 version without the new options, so I guess there will not be a separated version for 916.

 

Tested with white water and congo. With gamepad disabled, I could use Xpadder for mapping the plunger.

 

thanks !



#516 fuzzel

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Posted 19 August 2013 - 09:06 PM

Guys, please test the next revisions (at the moment rev 630 is the latest). I'm going to change the internal structure of VP (code cleaning and overall code structure) so it's hopefully a bit easier to

switch to DX9 in the far future ;) Don't expect any speed improvements or new features at the moment. I just want to be sure that I don't break something...



#517 LoadedWeapon

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Posted 19 August 2013 - 09:21 PM

ok... on it :)

only up to version 628 to download atm..


Edited by LoadedWeapon, 19 August 2013 - 09:31 PM.


#518 BOOTS

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Posted 19 August 2013 - 10:12 PM

is there an official release to this version of VP9? VP9.1.6 that is



#519 LoadedWeapon

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Posted 19 August 2013 - 11:46 PM

is there an official release to this version of VP9? VP9.1.6 that is

No not yet.. Still in testing but the 9.1.628 version is by far the best so far..



#520 BOOTS

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Posted 20 August 2013 - 01:33 AM

thanks loadedweapon....im waiting for it since there are tables that need to be played on that version.