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VP10 is here (beta)

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#581 tttttwii

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Posted 07 February 2015 - 06:25 PM

VPX seems to have latency on the flippers. I compared to both, phymod5 and vp9, which run under the same parameters better and reacts with less time lag. Can anything be done to improve that?



#582 TedB

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Posted 07 February 2015 - 06:33 PM

sure a GTX660 supports this but maybe not in the way like it is implemented ;) The way how you create AO is based on the access to the depth buffer. DirectX9 doesn't support that so you need a workaround for that. One way is to use a special NVidia library which uses a driver hack to access the depth buffer. But we we rewrite this to support all graphics cards ATI,NVidia,Intel and so. If it crashs for you don't use this feature at the moment and wait until we changed that.

 

Just noticed Fuzzel mentioned VP10 supporting Intel graphics cards.  Will buy myself that fanless PC with HD Graphics 4000 then :) If someone has tried VP10 on a laptop with this card on board I am still interested to learn about its performance/issues. Lots of laptops around with the Intel HD Graphics 4000.



#583 earbiter

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Posted 07 February 2015 - 06:38 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.

 

Thanks for the tip!  I searched and I was able to add in d3dx9_36 using winetricks to use actual DX9 files and now papa smurf works!  ITS amazing!!

I will have to try Monster Bash and Mopar Madness :-)



#584 toxie

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Posted 07 February 2015 - 06:48 PM

Cool! Good to know that Wine still works..


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  ;)

 

Thats -very- rough indeed.. :)

Curious how it ends up though!


@ttttwi: There were no changes done to the input. So as long as the flippers themselves and your video preferences feature still the same settings as in VP9, there shouldn't be a difference.


Edited by toxie, 07 February 2015 - 07:04 PM.


#585 randr

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Posted 07 February 2015 - 06:59 PM

Toxie...yes rough no doubt but all new to me so learning. Table backdrop settings still not saving switching between resolutions for some reason may be just me it sure

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#586 Pinball999

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Posted 07 February 2015 - 06:59 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 ;)

 

 

Yep, figured this out while reading the thread. So you think there are no chances to fixe this in the future?



#587 toxie

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Posted 07 February 2015 - 07:08 PM

Toxie...yes rough no doubt but all new to me so learning. Table backdrop settings still not saving switching between resolutions for some reason may be just me it sure

 

Hmm.. works for me.. The only thing not saved is the 'Show DT' checkbox, as this is only for previewing changes and defaults to what you set in the video preferences.



#588 randr

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Posted 07 February 2015 - 07:13 PM

I should say they save but going from 1600x1050(saved fs) and the opening in 1920x1080 the settings need to be re adjusted then saved then reopening in 1600x1050 they are wrong

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#589 unclewilly

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Posted 07 February 2015 - 07:38 PM


sure a GTX660 supports this but maybe not in the way like it is implemented ;) The way how you create AO is based on the access to the depth buffer. DirectX9 doesn't support that so you need a workaround for that. One way is to use a special NVidia library which uses a driver hack to access the depth buffer. But we we rewrite this to support all graphics cards ATI,NVidia,Intel and so. If it crashs for you don't use this feature at the moment and wait until we changed that.

 
Just noticed Fuzzel mentioned VP10 supporting Intel graphics cards.  Will buy myself that fanless PC with HD Graphics 4000 then :) If someone has tried VP10 on a laptop with this card on board I am still interested to learn about its performance/issues. Lots of laptops around with the Intel HD Graphics 4000.

Ill see how it works on my yoga2 pro.

Do the touch screen controls still work toxie

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#590 BigBoss

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Posted 07 February 2015 - 08:53 PM

VPX seems to have latency on the flippers. I compared to both, phymod5 and vp9, which run under the same parameters better and reacts with less time lag. Can anything be done to improve that?

Max prerendered frames set to 1

#591 fuzzel

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Posted 07 February 2015 - 09:55 PM

rev1662 is up.

 

- no un/redo & save trigger needed for showDT checkbox

- fix wire ramp table height issue
- handle degenerate lights
- fix decal texcoords after last changes
- fix lights in BG mode
 



#592 sliderpoint

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Posted 08 February 2015 - 01:39 AM

Does someone have a UV map for the new spinner object or can we get a way to set front/back images again?

 

 

thanks

-Mike



#593 unclewilly

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Posted 08 February 2015 - 01:44 AM

Its in the default table

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#594 Shockman

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Posted 08 February 2015 - 05:05 AM

The backglass lights for me show up too small, and off to the left. There is not enough screen to move them far enough right to be centered in game.

 

Thanks for the work on the backglass lights

 

 

backglass_lights.jpg



#595 sliderpoint

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Posted 08 February 2015 - 06:17 AM

Its in the default table

Doh!

 

Thanks!

-MIke


Is it possible to get the Hit event to function for the top of a wall as well as the side?

 

Thanks

-Mike


Edited by sliderpoint, 08 February 2015 - 06:16 AM.


#596 toxie

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Posted 08 February 2015 - 07:10 AM


Do the touch screen controls still work toxie

 

Ill see how it works on my yoga2 pro.

 

They should still work, yes..


The backglass lights for me show up too small, and off to the left. There is not enough screen to move them far enough right to be centered in game.

 

I'll look into it.. Do you have the table please?



#597 chepas

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Posted 08 February 2015 - 08:16 AM

NightDay(int)
LightEmissionScale(float)

Are these supposed to work in script after render?


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VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#598 toxie

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Posted 08 February 2015 - 08:19 AM

No, you can only read NightDay (as we do render some stuff still static upfront, so changing these would mess up everything).



#599 chepas

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Posted 08 February 2015 - 08:40 AM

Yep, ok. Trying to figure a nice way to black out a table :)


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


#600 Shockman

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Posted 08 February 2015 - 09:32 AM

...

The backglass lights for me show up too small, and off to the left. There is not enough screen to move them far enough right to be centered in game.

 

I'll look into it.. Do you have the table please?

 

 

I just found the problem. I turned off anti aliasing (left FXAA on). It still might be something you would want to look into. I'll still give you a link to the table if you want.

This is one feature that was a must to have back. Lights on the backglass of a pinball game? So right.

 

Thanks again.







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