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The VP 10.4 beta thread


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#521 toxie

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Posted 07 November 2017 - 09:24 AM

It should, that's why i asked for the test to see if that might be bugged..



#522 Replay

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Posted 07 November 2017 - 07:39 PM

 

Noticed something strange today in regards to Vsync and Pre-rendered frames vs. Left Flipper rotate and EOS timing values provided via F11:

If Vsync = 1 and Pre =1 in video settings Left Flipper rotate averages 18ms and EOS averages 34ms.

If Vsync = 0 and Pre = 0 in video settings Left Flipper rotate averages 5.4ms and EOS averages 16ms.

Why would these settings add 3 times more flipper lag on rotation and double EOS timing?

I'd love to run with Vsync = 0 and Pre = 0 for the reduced lag but many tables stutter badly with those video settings.  That is using a 980Ti at 4K resolution on the playfield.  Also driving a 720P backglass and the DMD monitor.

 

Well I did make a strange discovery too on my setup (Win10, FX-8350, GTX970, 40" 1080p Samsung TV, all sofwares up-to-date, last VPX beta with forced fullscreen and all options maxed out),

 

So the ball stutter disappears (absolute flawless fluidity) and flipper are instantly responsive when I use "FPS Limiter/VSync 2" in the VPX video options and "FPS Limiter/VSync (-1=def) 1" on the table user customizations...

 

The Nvidia parameters are: http://hpics.li/3718a44

 

At least 2 other users have tried this tweak and reported the same improvements, I'm not sure what's going on but for those in the quest of the perfect experience, it's a quick try out that doesn't hurt and could change your life :-)  

 

 

Can you please post a pic of your video options and FPS Limiter/VSync (-1=def) 1" on the table user customizations...

A pic of those two things would really help me out so I can help test.



#523 hauntfreaks

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Posted 07 November 2017 - 08:03 PM

that is what I was thinking.  I thought that is the purpose of individual table settings to override the defaults for certain special cases.  Hope thats the case

 

thats what you would think.... but maybe its just me... but i have my global set to 0 and my individual tables set to 1 .... and it feels better then having the global set to 1.... I thought it was odd, but feels the smoothest IMO... delusions of grandeur maybe?....lol


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#524 Slydog43

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Posted 07 November 2017 - 08:04 PM

I changed back to Exclusive Mode to get better flipper response, but have a question.  I thought when I ran Force Exclusive mode that when I hit ESC, some text was displayed and I had to then hit Q.  Running without exclusive mode would give me a standard Resume, Debug, or Quit Dialog box.  Now when I run VPX in Exclusive mode I get the standard Dialog box.  I thought that was impossible with running Exclusive mode.  Is something wrong on my side, or did things change in VPX recently?   Again thanks devs for an incredible product that progresses soooo quickly.

 

What is the most demanding VPX table, for testing video options out, it used to be Lethal Weapon 3 in VP9 days :)


Edited by Slydog43, 07 November 2017 - 08:05 PM.


#525 Replay

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Posted 08 November 2017 - 05:56 AM

 

that is what I was thinking.  I thought that is the purpose of individual table settings to override the defaults for certain special cases.  Hope thats the case

 

thats what you would think.... but maybe its just me... but i have my global set to 0 and my individual tables set to 1 .... and it feels better then having the global set to 1.... I thought it was odd, but feels the smoothest IMO... delusions of grandeur maybe?....lol

 

 

After changing the Nvidia stuff to match the pic posted...I can confirm on my setup that global set to 0 and individual table set to 1 is better than setting global to 2



#526 toxie

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Posted 08 November 2017 - 09:47 AM

i have to guess that you guys are seeing ghosts there, cause this cannot be..



#527 Reaper802

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Posted 08 November 2017 - 03:09 PM

Feature Request:

 

Under "Keys, Nudge and DOF" provide live updated values from a connected accelerometer solution as VPX sees the inputs.

 

This would allow adjustment of X-Max, Y-Max, X-Gain, and Y-Gain on the fly while also allowing the user to understand how the adjusted values have effected what VPX is seeing.  This would be useful as every cabinet is a different size and weight while also having different mounting locations for the accelerometer solution.  There is only so much force a nudge could every possibly apply to a ball on the playfield and this approach could help determine that value. 

 

Perhaps have some kind of max input setting alert that would also work with the Tilt Sensitivity setting.  This would allow the user to nudge their cabinet to the point where they believe a real tilt bob would throw a warning and fine tune the Tilt Sensitivity value. 



#528 sliderpoint

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Posted 08 November 2017 - 05:32 PM

another request:  Can we get the ability to change object names from the select element window?

 

Thanks!

-Mike



#529 DJRobX

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Posted 09 November 2017 - 06:21 PM

Now when I run VPX in Exclusive mode I get the standard Dialog box. 

 

That's ... weird.   Are you sure it's really in exclusive mode?    Have you restarted VP and double-checked settings? 

 

It is worth noting that the dialog has always actually been there.     I noticed if I connect to my cab with VNC (without a mirror driver), you can't see the table, but you can see the desktop that's underneath it.  The dialog pops up there when you hit Q even though you can't see it on the cab.   :)

 

Feature Request:

 

Under "Keys, Nudge and DOF" provide live updated values from a connected accelerometer solution as VPX sees the inputs.

 

This would allow adjustment of X-Max, Y-Max, X-Gain, and Y-Gain on the fly while also allowing the user to understand how the adjusted values have effected what VPX is seeing.  This would be useful as every cabinet is a different size and weight while also having different mounting locations for the accelerometer solution.  There is only so much force a nudge could every possibly apply to a ball on the playfield and this approach could help determine that value. 

 

Perhaps have some kind of max input setting alert that would also work with the Tilt Sensitivity setting.  This would allow the user to nudge their cabinet to the point where they believe a real tilt bob would throw a warning and fine tune the Tilt Sensitivity value. 

 

 

I second this - Please, please, pretty please with sugar on top.   And I'd also include tilt sensitivity.   I just was trying to calibrate my nudge last night.   It's very painful to have to keep restarting VP to test new nudge settings

.


Edited by DJRobX, 09 November 2017 - 06:24 PM.


#530 toxie

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Posted 09 November 2017 - 08:45 PM

Feel free to add this. After all you know the source pretty well by now.  ;)

 

I currently have close to no time to work on VPM and VP, and i barely manage to keep track of all the table releases and to play them once in a while.



#531 TerryRed

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Posted 09 November 2017 - 09:48 PM

I'm trying to figure out if it is possible to have "lights" on a table (rom based) used to trigger events. I basically want to have it so that when a table light goes on, then that will trigger a video to play on the backglass (using PinUp Player).  I can do this when a switch is "hit", but what about playfield "Lights".

 

What I use now for switches:

 

 

Sub sw01_Hit
     DTBank4.Hit 4
     if HasPuP Then 
     PuPlayer2.playlistplay("DiscWars")
     End if
End Sub
 
 
 
What I want is something like:
 
 
Sub LampState(104)_On
DTBank4.Hit 4
if HasPuP Then 
PuPlayer2.playlistplay("DiscWars")
End if
End Sub

 

 

 

Can VPX rom lights be used like this at all in the table script?



#532 Thalamus

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Posted 09 November 2017 - 10:02 PM

Guys - stay on track - this is the beta thread for vpx. Yes, I understand that many experienced guys reads this thread and it might be tempting to post here. But don't. This and a few other "questions" should be asked elsewhere in their own threads.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#533 nFozzy

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Posted 09 November 2017 - 10:04 PM

If you're talking about UseLamps in core.vbs, you could make a dummy object that spoofs a light object. I made this script for Bord's Pink Panther (system 80) to get the GI working on the system 80 without having to overhaul all the lamp scripting.

 

'GI uselamps workaround
dim GIlamps : set GIlamps = New GIcatcherobject
Class GIcatcherObject    'object that disguises itself as a light. (UseLamps workaround for System80 GI circuit)
    Public Property Let State(input)
        dim x
        if input = 1 then 'If GI switch is engaged, turn off GI.
            for each x in gi : x.state = 0 : next
        elseif input = 0 then
            for each x in gi : x.state = 1 : next
        end if
        'tb.text = "gitcatcher.state = " & input    'debug
    End Property
End Class

'-------------------------------------
' Map lights into array
' Set unmapped lamps to Nothing
'-------------------------------------

Set Lights(0)  = l0 'ball in play
'Set Lights(1)  = l1 'tilt    
set Lights(1) = GIlamps    'GI circuit


#534 DJRobX

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Posted 09 November 2017 - 10:47 PM

You can do a pretty simple injection into the existing update lamp routine, but the exact code depends on the table you're trying to update.    Terry, please create a separate topic about It.   



#535 TerryRed

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Posted 09 November 2017 - 10:53 PM

Will do guys...



#536 DJRobX

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Posted 10 November 2017 - 06:39 AM

Feel free to add this. After all you know the source pretty well by now.  ;)

 

I currently have close to no time to work on VPM and VP, and i barely manage to keep track of all the table releases and to play them once in a while.

 

I thought about it.  The problem is that I still don't really understand nudging physics settings very well, so I don't know the best way to show what the effects of the changes in realtime would be.    I've seen some descriptions of the settings, but I don't think I've ever seen a pragmatic breakdown of how the 3 settings (deadzone + gain + max) all interact with each other.   By pragmatic I mean, if you're seeing this problem, adjust that setting.    It's pretty much been "load the nudge test table and bat the cab around - play with the numbers until you like it". 

 

I still don't really know how much the Cirqus Voltaire head should bobble around when I give the cab a gentle push, for example.   I have a real pin sitting next to my cab, I will say it's pretty striking how little the ball moves with a lot of effort.   MJR recently made a post that he thinks people are using exaggerated gains, and I'm thinking he's right on about that. 

Even the virtual tilt bob sensitivity is not as simple as it seems on the surface.   My shaker motor sometimes causes the visual nudge to kick in but not necessarily get a "Danger" warning.    Or it can be so sensitive that I get Danger-Danger-Tilt with a single bump.   But a real tilt bob is a binary (on/off) switch, so how is it that I'm seeing these "analog" effects?   

I would like to create something that allows people to quickly, visually hone in on something the community agrees is reasonably realistic.    Another secondary problem is that shakers are often a big source of contention with nudging, so it would be nice to have a button to click that runs the shaker motor.   But the plumbing doesn't seem to be there for that.   :(

I guess I could create some dialogs with realtime updates of the input as a starting point and see where it leads.  

*Edit*... *Light bulb moment*

Maybe that's not the right approach.  Maybe what I need to do is expose scripting commands that allow the settings to be adjusted from a table script.... !   Then maybe we can use magna-save keys to adjust settings *from* the nudge test table.   It even solves the shaker problem. 


Edited by DJRobX, 10 November 2017 - 06:44 AM.


#537 toxie

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Posted 10 November 2017 - 06:46 AM

I trust you that you will come up with something cool..  :)

 

Apart from that mjr might still be the one that has the most knowledge about the nudge code in VP itself.



#538 manples

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Posted 10 November 2017 - 10:47 PM

It should be the same though if you simply pick 1 in the global options and -1 in the table options. Could you please retest this?

 

Yes I confirm... F11 showed 60fps locked in both case, same overall latency (avg 17ms) and almost same flipper latency 17ms (1f) to eos 34ms (2f)

 

Anyway in both case 2/1 or 1/-1 with the Nvidia settings showed earlier, it's crazy super fluid.

 

btw thanks Toxie (and everyone else involved), you've done something incredible which entertains me every day!!


Edited by manples, 10 November 2017 - 10:48 PM.

my wip


#539 kiwi

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Posted 14 November 2017 - 07:52 PM

If it were possible to have the depth of the kicker adjustable, this would avoid using an active material for the playfield,
and perhaps have more types of holes with other shapes.

 

Thanks



#540 hauntfreaks

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Posted 14 November 2017 - 09:35 PM

if the devs need new kicker primitives i have a few i made for Borg and I....

post-73849-0-07098400-1510695239.jpeg

Attached Files


Edited by hauntfreaks, 14 November 2017 - 10:25 PM.

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