@Wylte
Tried to match the FPS without any improvement.
it is not acting like the previous FPS Limiter option to 1 from VPX7.
Edited by Mrtr32, 10 August 2023 - 11:38 PM.
Posted 11 August 2023 - 12:58 AM
@Wylte
Tried to match the FPS without any improvement.
it is not acting like the previous FPS Limiter option to 1 from VPX7.
No it will not, it no longer controls sync
Sync dropdown controls sync
Max Framerate controls exactly that, in a literal sense now.
Set it to 15 and table will run around 15fps max and you will hate life too
Set it to 1 and the table will be quite unplayable
Set it to 60fps and table will play fine, may not look the best, if sync is off, but it will play
Most people will not want to set a hard frame limit, only certain cases where one may wish to do that.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 12 August 2023 - 05:54 PM
Just tried the latest release.
At first, the table loaded and rendered properly. I then went to the settings to try the new "Frame Pacing" setting. When I hit F5 to start the table, I got the backglass and DMD, but no playfield. I exited VPX, ran it again, same results. Exited again, changed the setting back, same result. Exited and restarted VPX one more time, but again, no playfield.
Dropped back to 10.7.4 and all is well again.
Any ideas on what to do in 10.8?
Posted 12 August 2023 - 07:11 PM
Just tried the latest release.
At first, the table loaded and rendered properly. I then went to the settings to try the new "Frame Pacing" setting. When I hit F5 to start the table, I got the backglass and DMD, but no playfield. I exited VPX, ran it again, same results. Exited again, changed the setting back, same result. Exited and restarted VPX one more time, but again, no playfield.
Dropped back to 10.7.4 and all is well again.
Any ideas on what to do in 10.8?
try deleteing the ini in %appdata%\vpinballx and relaunching 10.8
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 13 August 2023 - 05:11 PM
No, using gl and dx version with pinballx on 2 different pc's as well, and all working for me.VPX8 process dont close when exiting tables leaving PinballX with Black Screen
I must kill the process from the task manager
Tested on two completly different computer with the same problem
Someone experiencing this issue?
Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters
Posted 13 August 2023 - 08:12 PM
I'm using PinballX
I'm all 32 bits with Nvidia GT1660 or in my Cab RTX3090
Two different setup One in Windows 7 Pro an the other in Windows 11
I only start a table in Visual Pinball without the front End and Visual Pinball dont close when I quit the table and I must Kill the process
The frontend have nothing to do with the issue
I'm also using the latest Vpinmame build: VPinMAME-sc-3.6-488-980d8e3-win-x86
Tried many table and it seems to be no table related
Sometime the table and VPX8 close properly
I never having this issue With the same setup and VPX7.
Edited by Mrtr32, 13 August 2023 - 08:35 PM.
Posted 13 August 2023 - 09:57 PM
I'm using the 64 bit so I'm not sure that my answer was relevant to you because you are on x86. I suppose it could be x86 specific, but I'm not sure. You already ruled out the frontend, which would have been my guess, so I can't offer much help. Weisshund is pretty good at troubleshooting, so he may be able to help you more.
Posted 13 August 2023 - 10:41 PM
Is the Stern Roms work correctly in VPinmame x64??
I'm staying in 32 bits only because of some rom issues.
comme ci comme ça
Sometimes they go ok.
Sometimes they get out of sync
Sometimes they crap out and died
You can run both at the same time though.
Just set up a 2nd vpx emulation in frontend.
Rename VpinballX.exe to VpinballX32.exe
Rename vpinballX64.exe to VpinballX.exe
Now put your Stern and possibly WPC table on the 32bit
VpinMAME64 needs some work on a9jit, as it is not present (or does not work right) and the stern roms and possibly WPC want it.
most of the time it winds up running, i have no idea what exactly to do to actually trigger issues with it in vpm64, maybe nothing? maybe they are just random.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 13 August 2023 - 11:27 PM
@wiesshund
It will be very cool if someone could fix the a9jit missing part for the VPinmame x64 version.
With the today's new tables and features, I think x64 bits is a must have.
If i had the remotest clue, but it's like trying to decipher the meaning of the universe from a pack of crushed ramen noodles to me.
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 14 August 2023 - 12:52 AM
FlexDMD is is either or.
I forget what FlexDMD is programed in but it is one of the ones that allow both in the same exe and dll.
Latest build of flex DMD is here
Workflow Runs · vbousquet/flexdmd (github.com)
1.9
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
Posted 14 August 2023 - 02:29 AM
For some reason, I also experience worse performance using the 10.8 beta (64-bit) than what I had with 10.7 final (32-bit). Not drastically so, but I can see occasional slight ball stutter with tables that were running perfectly smooth before, using Vsync 1 and pre-rendered frames set to 1.
Tried all possible combinations in video mode (with frame pacing, Vsync, 0 frame limiter vs 60 and so on) but so far nothing worked the same like it did with 10.7
I just did some testing with VPW's Last Action Hero. There is no mistake... running it using 10.7 final (32-bit) with VSync 1 runs visibly better than 10.8 beta 64-bit with the same settings (or frame pacing which makes no apparent difference).
On 10.7 final (32-bit), performance is perfectly smooth even with multiball and all flashers going crazy. Not a single stutter.
On 10.8 beta (64-bit), there is the occasional noticeably less smooth ball movement, which gets worse with flashers going on. Stutter happens even with a single ball.
So to me, it is confirmed... there is a performance handicap in 10.8 compared to 10.7
Main rig parameters: AMD Ryzen 5600, 16 GB memory, GTX 1060 graphics card.
Posted 14 August 2023 - 02:40 AM
****** Sorry, posted this in the wrong topic. Must have blinked with multiple windows open, please disregard or delete ******
I just did the big upgrade myself today using a combination of these two guides:
https://github.com/v...cab-Setup-Guide
https://www.nailbust...baller_may_2023
My installation was done a couple of years ago with the Baller Installer, but after that I manually kept everything up to date and moved some items around to my preferences. I couldn't really use the Baller update directly as I moved some stuff to other locations and customized it a bit. As such, I just worked through it using the above guides based on where my stuff is. I kept both x86 and x64 versions, but my VPX is set to default to 64bit in Pinup Popper.
So far, in my preliminary testing, everything seems to work with the exception of PUP triggers not working on FX3 PUP packs. They start up and play, but nothing triggers them. I know 32 bit DOF, B2S, DOFLinx, etc is working as I can use a B2S on FX3 and I do get addressable LED action on FX3, it's just PUP triggers are a no-go; tried dmdext as well as what was my default of using pupdmd control for FX3. The DMD's work, just no PUP triggers.
That being said, 32 bit DOF, B2S, PinMAME, VPX PUP and DOFLinx works (FX3 and Future Pinball) as well as 64 bit DOF, PUP, B2S, VPX, PinMAME and FlexDMD.. If I do run into anything that is a problem on x64, I'll just set it to use 32 bit VPX as an alternate launcher in Popper, but I am using 64 bit as my default.
EDIT: I haven't tried FlexDMD in 32 bit since updating as the FlexDMD tables I have run great under 64 bit anyways.
EDIT2: I also went to VPX8 as well as VPinMAME 3.6 BETA during the upgrade.
Edited by GlueSniffinEd, 14 August 2023 - 03:30 AM.
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