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The VP 10.6 beta thread

beta 10.6 beta

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#561 toxie

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Posted 07 March 2019 - 07:15 PM

I think it's the black color in the texture itself. Due to mipmapping (which is used for the anisotropic texture filtering) the edges of the alpha/cutout texture blur more and more on higher miplevels (both in RGB and the alpha channel) and due to interpolation with the neighboring texels one gets these black outlines.



#562 Schlabber34

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Posted 07 March 2019 - 07:31 PM

Hmm, but the neighbour texels are still the wood colour in this case. No black around the edges. That means the edge has no alpha and the alpha is shown as black?

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#563 toxie

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Posted 07 March 2019 - 08:17 PM

Then that's weird and i don't get it..  :/



#564 sliderpoint

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Posted 07 March 2019 - 08:37 PM

FYI, my driver version for Nvidia is currently 419.17,  Trying 419.35 now.



#565 Schlabber34

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Posted 07 March 2019 - 08:45 PM

I know that blender shows transparency as black if i don't turn it on in the settings. And you can give an offset to the rendered texture edges to make sure that those black jagged edges stay outside the uv map. Dunno if something like that is possible for VPX.

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#566 toxie

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Posted 07 March 2019 - 08:58 PM

could you maybe PM me a reduced table that shows this, please?


FYI, my driver version for Nvidia is currently 419.17,  Trying 419.35 now.

 

R418 (where 419 comes from) is still pretty new, so could be that there are still some issues with that..



#567 Thalamus

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Posted 07 March 2019 - 09:33 PM

Don't think it is nvidia driver related- I have a pretty old one and here you have the report

 

http://thalamus.no-ip.com/devs/

 

Screenshot of exact error message with a path to somewhere I don't have on my cab at all. A picture of the nvidia system info. The crash.txt in a zip.

This is while loading the same amazing table as Sliderpoint. Or I should be perfectly honest. I kept getting crashes a lot yesterday. Today my pin has been very nice to me. This I kind of forced upon it in that I started the table. Exited and pressed play again. That happens quite often in the 10.6, but, don't put much into it. It might be that it is a older thing. I normally do exit completely because I know there is a high chance of crash trying to load it the second time.

 

That was not the case yesterday though. Exact same error. Maybe different dump ?! Maybe 10-15 times in a row. Obviously started loading from scratch each time. Rebooted - still happened. Changed my dmddevice.dll for another I have laying around for testing. Table loaded. Have had crashed on loading since. But, not in the 5 times I've loaded it cleanly today. Knock on wood :) IT seems very random to me.

 

Must be a nightmare to figure out.


Edited by Thalamus, 07 March 2019 - 09:55 PM.

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


#568 fuzzel

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Posted 07 March 2019 - 10:11 PM

Well I don't know the playfield mesh but maybe there are tiny polygons where the holes were cut out. These tiny polygons may have wrong or false texture coordinates that point to a black or transparent area of the texture and that produces the black lines.

#569 Schlabber34

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Posted 08 March 2019 - 07:14 AM

No tiny polygons around the edge. It's more like toxie said, the edge is blurry, which as actually fine, but it should blend from wood to transparency, not from wood to black.

 

Thanks for taking your time, guys!



#570 cyberpez

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Posted 08 March 2019 - 02:36 PM

No tiny polygons around the edge. It's more like toxie said, the edge is blurry, which as actually fine, but it should blend from wood to transparency, not from wood to black.

 

Thanks for taking your time, guys!

 

For your playfield image, what do you have the Alpha-Mask set at?  I've seen that effect with the default of 0 and other low numbers.  Cranking it up to 175 seemed to be a sweet spot, but I've had to go up to 250 on some images.  Might take care of it?  But if I remember right it did not fix the issue on FH and we came up with a work around.  But something easy to try.



#571 Schlabber34

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Posted 08 March 2019 - 03:23 PM

Good point! I will try that!

Thanks!

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#572 DJRobX

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Posted 08 March 2019 - 03:46 PM

Also weird that the VPX version has an effect on "The other issue seems to be mostly with the later gottlieb system 1 tables in that the rom sound fluctuates softer and louder while playing". That cannot be in theory as BASS.DLL is not used in that case at all.

 

Some systems/drivers will reduce the overall volume as more applications open channels to them.   I've noticed this is particularly true when using "Default sound device".   Switching to the actual sound card usually helps.

 

 

 

I've having a couple issues with sound volumes. 

 

The built in sounds (in the example tables for instance) are much much quieter than they use to be many of them i can barely hear at all, things like flip_hit1 etc. 

 

The other issue seems to be mostly with the later gottlieb system 1 tables in that the rom sound fluctuates softer and louder while playing.  Easily noticeable in Incredible Hulk, totem, Asteroid Annie, Buck Rogers, all the ones with the more advanced sound card (not sure the earlier ones have rom sounds)

 

 

Are you using EQApo or anything like that?    When the ROM sound fluctuates lit usually means the system thinks overall sound is peaking.  Some kind of dynamic volume compression kicks in and the ROM volume starts to fluctuate. 



#573 Schlabber34

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Posted 08 March 2019 - 04:59 PM

 

No tiny polygons around the edge. It's more like toxie said, the edge is blurry, which as actually fine, but it should blend from wood to transparency, not from wood to black.

 

Thanks for taking your time, guys!

 

For your playfield image, what do you have the Alpha-Mask set at?  I've seen that effect with the default of 0 and other low numbers.  Cranking it up to 175 seemed to be a sweet spot, but I've had to go up to 250 on some images.  Might take care of it?  But if I remember right it did not fix the issue on FH and we came up with a work around.  But something easy to try.

 

 

That didn't work, at least not with Krita. I made another test with the Prim Cutout vs. Krita transparency Cutout. The black lines only appear on the prim edge, not on the transparency edge in the image. So it seems that it has something to do with what toxie said. Soft edges for prims but with black instead of transparency:

 

 https://1drv.ms/u/s!AtQwS7kKT0THg8seX3MnF_FEc2Gf-Q



#574 BorgDog

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Posted 08 March 2019 - 05:43 PM

 

Also weird that the VPX version has an effect on "The other issue seems to be mostly with the later gottlieb system 1 tables in that the rom sound fluctuates softer and louder while playing". That cannot be in theory as BASS.DLL is not used in that case at all.

 

Some systems/drivers will reduce the overall volume as more applications open channels to them.   I've noticed this is particularly true when using "Default sound device".   Switching to the actual sound card usually helps.

 

 

 

I've having a couple issues with sound volumes. 

 

The built in sounds (in the example tables for instance) are much much quieter than they use to be many of them i can barely hear at all, things like flip_hit1 etc. 

 

The other issue seems to be mostly with the later gottlieb system 1 tables in that the rom sound fluctuates softer and louder while playing.  Easily noticeable in Incredible Hulk, totem, Asteroid Annie, Buck Rogers, all the ones with the more advanced sound card (not sure the earlier ones have rom sounds)

 

 

Are you using EQApo or anything like that?    When the ROM sound fluctuates lit usually means the system thinks overall sound is peaking.  Some kind of dynamic volume compression kicks in and the ROM volume starts to fluctuate. 

 

 

I'll see if I'm on default sound card and try that out. 

No EQApo or anything that I know of.

 It's weird that it's only recent beta versions that do this. But it does only seem to be my home computer, I have not noticed this on my work computer, and my cab is currently buried under piles of stuff.

 

Thanks for the info.



#575 Schlabber34

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Posted 08 March 2019 - 05:56 PM

Forget what i just wrote! The PS cut out in the image had no soft edges. I softend it so it has half transparent pxels around the edge and now those are also black!

 

https://1drv.ms/u/s!...fmB-5a-DpOIhrKQ

 

I can't change anything on the transparency mask in krita. So i'm definetly lost here!



#576 Schlabber34

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Posted 08 March 2019 - 06:17 PM

It's gone when i use an opac background in the image properties:

 

https://1drv.ms/u/s!...gbu-Knnk3pDKMHw

 

If one of the PS gurus could tell me if this is my or Kritas fault i would open another thread!



#577 fwiler

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Posted 08 March 2019 - 10:50 PM

I'm still getting tables reverting to 640x480 resolution when using FS exclusive.

Win10 64bit.  nvidia 419.35



#578 gtxjoe

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Posted 09 March 2019 - 01:22 AM

Are you switching back and forth between exclusive and nonexclusive occasionally? Or maybe using Pbxrecoder which temporarily gives non exclusive mode?

#579 Dexjee

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Posted 09 March 2019 - 12:07 PM

the new TAF table gives me a very confusing problem:

 

Rev: 3653 / pinmame 3.2 on Windows 8.1 64 bit with pinscape (dof, plunger, buttons) and teensy mx leds

 

If I load the taf table directly DOF is not working. buttons, plunger and teensy are working.

If I load a different table first (for example the new pinbot one) and after that the taf table, everything works in like 30% of the tries.

 

The problem occurs only with the taf table and is reproducible.

 

Is there anything I can do to fix this?



#580 fwiler

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Posted 09 March 2019 - 04:56 PM

Are you switching back and forth between exclusive and nonexclusive occasionally? Or maybe using Pbxrecoder which temporarily gives non exclusive mode?

No pbxrecorder- don't have it.  I have been switching between exclusive and nonexclusive for testing.  Do I need to reboot after setting it?  I've only been making the setting, closing vpx and the starting back up.

I just tried 3840x2160 @ 50hz exclusive and it worked. (although choppy)

 

But I am wondering about the reported refresh.  Highest says 3840x2160 59hz inside vpx instead of 60hz reported by nvidia.  Not sure if that points to a problem.


Edited by fwiler, 09 March 2019 - 04:58 PM.






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