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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#561 Mrtr32

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Posted 10 August 2023 - 11:35 PM

@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.


#562 wiesshund

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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.


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#563 SuperGamer99

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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?



#564 wiesshund

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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


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#565 Mrtr32

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Posted 13 August 2023 - 04:27 PM

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? :tapping:



#566 Drybonz

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Posted 13 August 2023 - 04:46 PM

Someone experiencing this issue? :tapping:

 

What build of 10.8 are you running?  I haven't noticed anything like that.



#567 Mrtr32

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Posted 13 August 2023 - 04:49 PM

@Drybonz

 

The latest: VPinballX-10.8.0-1347-3d585e7-Release-win-x86

 

Thanks



#568 Mike DA Spike

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Posted 13 August 2023 - 05:11 PM

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? :tapping:

No, using gl and dx version with pinballx on 2 different pc's as well, and all working for me.
Not yet on latest build, but build that I use is pretty recent

331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters 


#569 wiesshund

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Posted 13 August 2023 - 05:19 PM

Build 1349, not seeing that issue.
What 3rd party pinball software frontend or plugins is in use?


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#570 Mrtr32

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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.


#571 Drybonz

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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.



#572 Mrtr32

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Posted 13 August 2023 - 10:20 PM

Is the Stern Roms work correctly in VPinmame x64??

 

I'm staying in 32 bits only because of some rom issues.


Edited by Mrtr32, 13 August 2023 - 10:25 PM.


#573 wiesshund

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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.
 


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#574 Mrtr32

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Posted 13 August 2023 - 10:55 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. :)


Edited by Mrtr32, 13 August 2023 - 10:58 PM.


#575 wiesshund

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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.


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#576 Mrtr32

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Posted 13 August 2023 - 11:41 PM

@wiesshund

 

Hihi!

 

Me too! I'm in the same boat!

 

Is the current FlexDMD 1.8 work with VPX8 X64?



#577 wiesshund

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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


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#578 htamas

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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.



#579 GlueSniffinEd

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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.


#580 SuperGamer99

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Posted 14 August 2023 - 06:09 AM

try deleteing the ini in %appdata%\vpinballx and relaunching 10.8


That did the trick. Thanks!





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