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VP10 is here (beta)

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#561 freneticamnesic

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Posted 07 February 2015 - 06:22 AM

 

And don't forget to adjust lighting, here's settings I'm using

 

coGw0KI.jpg


And make sure the "Leave At Black" is ACTUAL 0,0,0 black........by default when you import a table it's like a dark grey, messes everything up

 

Setting the Light Range this low, you actually disable the two light sources above the table completely.

 

Try to always have contribution from both the two lights and the environment. You can test this by pulling down the emission for the environment to 0. In your example you get black then. (the two lights above give some nice punch to materials IMHO, so they should always have a noticable contribution)


I use ramps for playfield images so I can swap the image during GI events

With 2 of these (one for light text overlay, and one for the pf) it drops a current wip from 53 fps (pretty unacceptable) to 35fps (really unacceptable)

GTX 650Ti, Intel i7

 

Yup, the issue here is that you'll get quite some overhead from this as the whole playfield will be shaded again and again, whereas the 'normal' playfield is rendered statically in the beginning, and then never again.

 

EDIT: the same slowdown should happen with walls, btw (maybe not that drastically, but almost). what about using flashers or bulb(!)lights to brighten/darken the existing playfield (with modulate = 1 or close to that)? This should be faster. So just insert the playfield (as normal) at 'neutral' brightness, then apply one quad of a flasher or light as a basic GI lighting 'tweak'.

 

EDIT2: as a rule of thumb: everything that has a real material on it will take a while to render, whereas elements like the flashers and bulb(!)lights will be faster, as they only modify existing materials.

 

 

This has vastly improved the way vp10 looks.........guh... it just went from good to great!



#562 freneticamnesic

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Posted 07 February 2015 - 07:52 AM

Changing some of the lighting options makes 6 sided or more (round) primitive posts completely black.

 

X1v0LoM.png


Edited by freneticamnesic, 07 February 2015 - 08:01 AM.


#563 ClarkKent

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Posted 07 February 2015 - 09:17 AM

I found out why the ball moves a little bit jerky from time to time despite vsync on in the MB test table (and without dB2S!): when pressing F11 I noticed that period is 16.7 avg. In VP9 the highest value there is 4.3 (with active dB2S)!



#564 atarian

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Posted 07 February 2015 - 09:40 AM

I found out why the ball moves a little bit jerky from time to time despite vsync on in the MB test table (and without dB2S!): when pressing F11 I noticed that period is 16.7 avg. In VP9 the highest value there is 4.3 (with active dB2S)!


I also get a slight stutter from time to time with vsync on. With zero I get a lot. However with 120 (which is a quite a bit below my typical FPS) it is perfectly smooth.

For me at least in VP10 I must set the frame limiter to a value below my typical FPS, which in my case is 120. This suggests maybe a table level setting would be useful.

It seems everyone experience is different so it is worth experimenting.

Finally I got stutter on Fren's VW and low FPS but as soon as I switched the table level Antalias property off in the table options it was super smooth.

#565 lio

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Posted 07 February 2015 - 09:45 AM

Sound like v-sync did not work for you in VP9 then or you had it turned off... 16.66 ms is the exact time that one frame gets displayed on a 60hz screen.



#566 kiwi

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Posted 07 February 2015 - 10:46 AM

I copied from JP's Papa Smurf table the ball rolling code, RollingTimer,

modified this script line because my playfield is raised (80 instead of 30),

If BallVel(BOT(b) ) > 1 AND BOT(b).z < 80 Then

in the Sound Manager fx_ballrolling sound is already present.
In my table I don't hear the rolling sound, maybe I'm still missing something?

 

Thanks

 

Max



#567 toxie

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Posted 07 February 2015 - 11:17 AM

Changing some of the lighting options makes 6 sided or more (round) primitive posts completely black.

 

X1v0LoM.png

 

Could you file a bug with a repro case please?


There is still a memory leak. I don't know how many times i jumped in and out of the editor (maybe about 20)

 

There was a windows error beep and and a low memory error (I have 12 gig) then the hresult (sic?) error display.

 

Now no version of VP10 works. It loads and crashes at table load. It's not the .VPX because nothing loads. A file new brings up the editor without a table or options panel.

 

I need to clear VP10 from the registry and try again.

 

Using at the time VP10 beta 1654

 

Win 8.1 64 / AMD A10 

 

Can I have some guidance on what registry entries to delete.

 

Is this with any table or a specific one?


in past there was some talking about it , since i tought its a visual pinball thing maybe that with vp10 it was possible 14 or 16 shades would make a great diffrence for lcd users without doubt , sorry for wrong topicpost also ,just liked to know IF it could be done , looking at realy pinballcabs with colordmd's makes me want to know it even more :D

4 shades was big step forward but 14  :shutup:  :lusty:

 

For games that have only 4 shades, there is nothing VP can change there (in principle the VP DMD supports 100 shades). If you mean the stuff that the colorDMD guys are doing: This is their own technology and so far not possible with either VPM or VP.



#568 chepas

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Posted 07 February 2015 - 11:28 AM

I copied from JP's Papa Smurf table the ball rolling code, RollingTimer,

modified this script line because my playfield is raised (80 instead of 30),

If BallVel(BOT(b) ) > 1 AND BOT(b).z < 80 Then

in the Sound Manager fx_ballrolling sound is already present.
In my table I don't hear the rolling sound, maybe I'm still missing something?

 

Thanks

 

Max

 

Try raising to 110? Evil dead is 100 height set to 130 which works ok.


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#569 chepas

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Posted 07 February 2015 - 11:43 AM

  If enabled Then
	Table1.LightEmissionScale=4
    If bs2On = True Then
      controllertwo.B2ssetdata 48,1
    End If
  else
    Table1.LightEmissionScale=0.3
    If bs2On = True Then
      controllertwo.B2ssetdata 48,0
    End If
  End If

Not possible LightEmissionScale from script? Trying to black out the table when GI is off.


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#570 unclewilly

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Posted 07 February 2015 - 11:47 AM

I copied from JP's Papa Smurf table the ball rolling code, RollingTimer,
modified this script line because my playfield is raised (80 instead of 30),

If BallVel(BOT(b) ) > 1 AND BOT(b).z < 80 Then
in the Sound Manager fx_ballrolling sound is already present.
In my table I don't hear the rolling sound, maybe I'm still missing something?
 
Thanks
 
Max
Hey max. I may be wrong. But on a not raised playfield the balls z position is 0. So on a playfield raised to 80. You should use either some thing like <110. Or even <=80.

Edited by unclewilly, 07 February 2015 - 11:48 AM.

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#571 chepas

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Posted 07 February 2015 - 12:43 PM

Rubber issues are gone now I've turned off collidable for all the plastics. Some were set to bottom collidable too, which must've been making it play strange!


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#572 kiwi

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Posted 07 February 2015 - 12:56 PM

My playfield is raised to 50 units, I have tried to put in scripts different values but without success.

Thanks anyway for the tips.

 
I noticed that the "Table Field Height" has no effect on the wire ramps, remains at the same height, flat is ok.

 
Another thing, if I change the ramp from wire to flat and then I click on the ramp, is no longer possible to reselect the wire ramp, I have to click on something else first and then on the ramp again to be able to change a wire ramp.

 

Max



#573 chepas

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Posted 07 February 2015 - 01:10 PM

Try fresh script copy just changing that one value again, only other thing is make sure you have all the sounds in table and collision timer. Worked in every table I've put script in so far no problem.

 

In that script, that's all I change and the volume.

 

Also noticed that on the wire the other day too.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#574 TedB

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Posted 07 February 2015 - 01:59 PM

Will something like an intel HD Graphics 4000 be able to handle VP10? I am planning to buy a fanless PC and those will only ship with intel graphics.  

I don't need the best performance, but it would be nice to at least be able to adjust tables and test them before I add them to my cab. 



#575 kiwi

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Posted 07 February 2015 - 02:18 PM

 make sure you have all the sounds in table

Is not what I thought it was looking at the scripts, only one sound (fx_ballrolling), but other 5 sounds (fx_ballrolling0, fx_ballrolling1, fx_ballrolling2, fx_ballrolling3, fx_ballrolling4), now works.

 

Thanks

 

Max



#576 earbiter

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Posted 07 February 2015 - 04:12 PM

Toxie & Fuzzel,

 

VP991 works very well on Linux but VP10 only opens a blank window with a white spec in it.  The keys and sound are active just no video.

 

I am wondering if there are other requirements that are needed for 10?  Is it still built for DX9?

 

Thanks for all your hard work getting the new version going!



#577 fuzzel

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Posted 07 February 2015 - 04:24 PM

VP10 uses DX9 but it's completely shader based. I don't know how well the emulation works for shader based games under Linux but I suppose that's the problem.



#578 Pinball999

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Posted 07 February 2015 - 05:14 PM

rev1657 is up. I activated the ball aspect ratio fix again because some people need it.

 

Thanks fuzzel.

Does it mean that the ball will stay round even if we modify the view?



#579 randr

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Posted 07 February 2015 - 05:39 PM

Added a link to my VP10 test table in my SIG anyone want to try it? most pulled from starter table still a very rough WIP  ;)


Edited by randr, 07 February 2015 - 05:41 PM.

randr___pinball.png                         


#580 fuzzel

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Posted 07 February 2015 - 06:17 PM

 

rev1657 is up. I activated the ball aspect ratio fix again because some people need it.

 

Thanks fuzzel.

Does it mean that the ball will stay round even if we modify the view?

 

 

unfortunatly no. I figured out that the egg ball comes from the fact that you have to use layback for fullscreen tables. This layback angle scews the whole scene and so the ball. On desktop tables you don't use layback so you have a round ball ;)


Edited by fuzzel, 07 February 2015 - 06:18 PM.






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