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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#581 wiesshund

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Posted 14 August 2023 - 07:49 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.

 

In 10.8 do not set MaxFrames to 1, if that is what you mean?

that is a hard frame limiter.
Most people will want to leave that set to 0

 

Vsync options are
None
Vertical SYnc
Adaptive Sync
Frame Pacing

 

Frame Pacing is the best option, but something regressed in it, Vbousquet has to take a look and fix it.
Once fixed it provides super low latency.


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#582 Mike DA Spike

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Posted 14 August 2023 - 08:01 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.


Indeed wrong thread, but ... freezy made a fix for pup triggers in his latest Beta (i thought), so you should be ok when he release that (see https://vpuniverse.c...ase-v220-beta2/)

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#583 digitalarts

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Posted 14 August 2023 - 09:33 AM

Hello,

one problem with using the new "per table" ini function. I`m using VPX10.8.1349, in DX and 32bit flavor. Every of my VERY much tables are working

Example: LAH (VPW 1.2) is working great with setting "3072", but not working with "unlimited"

I copied the vpinballx.ini, changed the setting in it and saved as "Last Action Hero (Data East 1993) VPW v1.2.ini"

Placed this modified ini in the ini folder, also in table folder. But VPX don't "see" this ini and uses only the plain one...

Which name the table specific ini needs or where to place it ? So vpx can find and use it when i want to start the LAH table ?

 

many thanks for any hints

Karl 



#584 Cadorna

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Posted 15 August 2023 - 01:31 AM

The SBS 3D stereo is not working on VPX 10.8 OpenGL x64 v1347 version. Only one of the sides are active and the other one is always in black. DX version is working as expected.



#585 Gravy

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Posted 15 August 2023 - 03:24 AM

The SBS 3D stereo is not working on VPX 10.8 OpenGL x64 v1347 version. Only one of the sides are active and the other one is always in black. DX version is working as expected.

is anaglyph mode working for GL? I'm unable to test GL as my ancient integrated GPU doesnt support it.


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#586 htamas

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Posted 15 August 2023 - 04:28 AM

 

In 10.8 do not set MaxFrames to 1, if that is what you mean?

that is a hard frame limiter.
Most people will want to leave that set to 0

 

Vsync options are
None
Vertical SYnc
Adaptive Sync
Frame Pacing

 

Frame Pacing is the best option, but something regressed in it, Vbousquet has to take a look and fix it.
Once fixed it provides super low latency.

 

 

I mean Max. pre-rendered Frames, not the Maximum Framerate. I have set the former to 1 (like I used to have it in 10.7) and the latter is set to 0.

 

I would expect that given the same hardware, having Vsync set in 10.8 should provide the same smooth experience like in 10.7 but alas, that's not the case.

 

I did try Frame Pacing but as mentioned, it didn't get rid of the occasional stutter. Good to hear that there is a known problem with it that hopefully will get fixed, because the performance definitely did take a hit in 10.8 compared to 10.7



#587 wiesshund

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Posted 15 August 2023 - 05:02 AM

 

 

In 10.8 do not set MaxFrames to 1, if that is what you mean?

that is a hard frame limiter.
Most people will want to leave that set to 0

 

Vsync options are
None
Vertical SYnc
Adaptive Sync
Frame Pacing

 

Frame Pacing is the best option, but something regressed in it, Vbousquet has to take a look and fix it.
Once fixed it provides super low latency.

 

 

I mean Max. pre-rendered Frames, not the Maximum Framerate. I have set the former to 1 (like I used to have it in 10.7) and the latter is set to 0.

 

I would expect that given the same hardware, having Vsync set in 10.8 should provide the same smooth experience like in 10.7 but alas, that's not the case.

 

I did try Frame Pacing but as mentioned, it didn't get rid of the occasional stutter. Good to hear that there is a known problem with it that hopefully will get fixed, because the performance definitely did take a hit in 10.8 compared to 10.7

 

 

I have not done anything with max prerendered, it has always been 0
Even in 10.7 i never saw boost not loss from it.
It may have altered flipper latency, but to be honest i never really looked.

MaxFPS on 10.8 i have at 0

A few revisions back, there was an issue we reported with frame pacing, Vbousquet fixed it, and it worked Awesome.
At some point there has been a slight regression and it has gone to working less than optimally.
But once Vbousquet addresses that, i would imagine it will work awesome again.

 

10.8 for some reason seems to do a much better job on rendering, that i have found less of a need to enable FSAA as opposed to the force 4X FSAA of 10.7

Ive run it at 4k and dont see terribly perceivable difference with it on or off visually.

I can crank it way up and see a difference FPS wise, to 0 benefit visually

So depending on what that wound up defaulting to on you, you may experiment with turning it down until you actually actively notice it, or the lack of it i mean.
See what the sweet spot is for you, though i doubt it will affect ball movement.

 

Bilateral CAS is still an FPS hog, but that's expected.

 

Right now though, i would mainly wait for Vbousquet to address the sync issue, as when it was last acting up, it kind of bled over to the other settings as well
and no sync tends to make the ball appear to move oddly because of sheared frames when they land out of sync.


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#588 am1001

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Posted 15 August 2023 - 11:42 AM

 

Hi. Not sure if this is possible - but when I open a VPX table in VR mode I can move the table up and down but not move it forwards and backwards not change angle of tilt of the table or field of view etc. I have adjusted the interactive controls but when I resume table it goes back to the default view. It works non-vr but not in vr.

Does anyone know how to easily do this.

Thanks

Alistair

Not sure what headset you are using but if using Meta Quest for example, be sure to center your view to where you will be standing when playing before launching a table. You shouldn't have to adjust tilt or FOV, Try with "Table Setup/Scale Table To Width (found in Preference/VR Settings) deselected, and when the table loads just hit "0" or "5" or whatever button you have assigned to center your table.

 

 

Just wanted to say thanks for your reply. I was trying to change view in vr in the interactive mode - but it did work when I changed it in preference\Vr settings. Visual pinball is pretty much perfect now :)



#589 Drybonz

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Posted 15 August 2023 - 03:57 PM

Which name the table specific ini needs or where to place it ?

 

Hey Karl... it seems that you need to name the .ini the same as the table file name (Gorgar.vpx would be Gorgar.ini, etc) and you place it in the same folder as the table .vpx, not in your user folder (with the main .ini).  I also had more luck listing just the commands I needed to change in the table.ini instead of copying the whole main .ini file with edits.  Not sure if that is required, but it worked better for me.  I asked vbousquet about these specifics, but I didn't hear back, so this was just my own findings.  Good luck.



#590 digitalarts

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Posted 15 August 2023 - 04:18 PM

Hi Drybonz, thanks for your hints.
I already placed the "table name".ini in table folder, but no success.
Ok, I will try your hint with a stripped .ini (only the relevant setting)

#591 wiesshund

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Posted 15 August 2023 - 04:23 PM

Hi Drybonz, thanks for your hints.
I already placed the "table name".ini in table folder, but no success.
Ok, I will try your hint with a stripped .ini (only the relevant setting)

 

try simplifying the table and ini name to see if that makes a difference?

 

like if table is wack-a-mole (bally 1957) VPW(PUP MOD).vpx
try changing it to just wack-a-mole.vpx and .ini
just to see if any difference


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#592 Drybonz

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Posted 15 August 2023 - 07:35 PM

Hi Drybonz, thanks for your hints.
I already placed the "table name".ini in table folder, but no success.
Ok, I will try your hint with a stripped .ini (only the relevant setting)

 

Karl, try it with a different command also, like change to exclusive fullscreen, or windowed, etc... just so you know you it is working if you have a valid command.  If not, take a look at the command you are trying to use.

 

*edit*  Also... try this format (the commented line shouldn't matter, but might as well copy it in)

 

[Player]
; Video options
Fullscreen = 0
Render10Bit = 0

Edited by Drybonz, 15 August 2023 - 07:37 PM.


#593 Cadorna

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Posted 15 August 2023 - 09:34 PM

 

The SBS 3D stereo is not working on VPX 10.8 OpenGL x64 v1347 version. Only one of the sides are active and the other one is always in black. DX version is working as expected.

is anaglyph mode working for GL? I'm unable to test GL as my ancient integrated GPU doesnt support it.

 

No, it isn't, at least in this beta version. Table appears only in red.



#594 Gravy

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Posted 16 August 2023 - 12:44 AM

 

 

The SBS 3D stereo is not working on VPX 10.8 OpenGL x64 v1347 version. Only one of the sides are active and the other one is always in black. DX version is working as expected.

is anaglyph mode working for GL? I'm unable to test GL as my ancient integrated GPU doesnt support it.

 

No, it isn't, at least in this beta version. Table appears only in red.

 

Thanks, has anyone put in a bug report at github as yet? I'm yet to hear of someone successfully using the inbuilt 3D of VPX 10.8 GL, and unable to test for myself unfortunately. Vincent has mentioned that the GL inbuilt 3D should be superior to Reshade/Depth3D method but I've been unable to confirm.

Edit: I wonder if some other setting needs to be enabled to render the second eye viewpoint?


Edited by Gravy, 16 August 2023 - 12:56 AM.

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#595 darkknight

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Posted 16 August 2023 - 11:13 AM

I tried 10.8 with both of my VPX tables (Hextech and Crazy Cats) on my 10-year-old desktop. They both run pretty well in 32-bit, though the B2S backglass always appears regardless of whether or not the Disable B2S checkbox is checked. When Disable B2S is checked, it never brings up the DT reels/displays like it is supposed to., It tends to crash on the live editor when I try to exit it and resume game but doesn't give me any sort of error. VP just completely exits.

 

The playfield reflections are more pronounced in 10.8 which is a pretty cool effect.

 

On the 64-bit,; the B2S backglass does not appear when Disable B2S is unchecked, and when it is checked, the score displays/reels on the DT backdrop will not appear. I've seen this on both tables.

 

Take Care

 

 

 

Hello
has the problem been fixed yet?
I have the latest 10.8 beta but the problem with the B2S digits is still there
Thanks


#596 wiesshund

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Posted 16 August 2023 - 04:35 PM

 

I tried 10.8 with both of my VPX tables (Hextech and Crazy Cats) on my 10-year-old desktop. They both run pretty well in 32-bit, though the B2S backglass always appears regardless of whether or not the Disable B2S checkbox is checked. When Disable B2S is checked, it never brings up the DT reels/displays like it is supposed to., It tends to crash on the live editor when I try to exit it and resume game but doesn't give me any sort of error. VP just completely exits.

 

The playfield reflections are more pronounced in 10.8 which is a pretty cool effect.

 

On the 64-bit,; the B2S backglass does not appear when Disable B2S is unchecked, and when it is checked, the score displays/reels on the DT backdrop will not appear. I've seen this on both tables.

 

Take Care

 

 

 

Hello
has the problem been fixed yet?
I have the latest 10.8 beta but the problem with the B2S digits is still there
Thanks

 

 

You probably dont have your B2S Server up to date, as the problem does not exist for me.
If you are going to run 10.8 make sure you have vpinmame and b2s server all updated as well.


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#597 Mrtr32

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Posted 17 August 2023 - 10:50 AM

How to make VPX8 to close completely when exiting table like VPX7?

 

Quit instead of Quit to Editor in VPX table exit menu?



#598 Drybonz

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Posted 17 August 2023 - 01:05 PM

How to make VPX8 to close completely when exiting table like VPX7?

 

/exit



#599 Itchigo

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Posted 18 August 2023 - 12:51 AM

I'm getting crashing when I tried to upgrade to 10.8. I was on 10.72 with no issues. I have a Ryzen5 2600 with a 1050ti card and 2 1080p screens.

 

 

Here's my dump file (had to use my filesharer).

 
Crash report VPX rev1347 (3d585e7)
============
Process: VPinballX64.exe
Reason: 0x80000003 - EXCEPTION_BREAKPOINT at 0033:000000013FE52575
Thread ID: 0x14B0 [5296]

Call stack
==========
000000003FE52575  (0x00000000 0x00187FC0 0x00000000 0x00187fb8)

Environment
===========
Date/time: 17/8/2023, 19:36:20:459
Number of CPUs: 12
Processor type: 8664
System: Windows 7

Memory status
=============
Total Reserved: 519560K (507M) bytes
Total Commited: 686256K (670M) bytes
Total Free: 2988424K (2918M) bytes
Largest Free: 4043092K (3948M) bytes

Registers
=========
RAX=00000004 RBX=00000000 RCX=F2EA0000 RDX=00E60006
RSI=00000001 RDI=00188450 RBP=00000000 RSP=00187F80 RIP=3FE52575
FLG=00000246 CS=0033 DS=002B SS=002B ES=002B FS=0053 GS=002B


Failed to save minidump.

 


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#600 Neo

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Posted 18 August 2023 - 04:54 AM

 

You probably dont have your B2S Server up to date, as the problem does not exist for me.
If you are going to run 10.8 make sure you have vpinmame and b2s server all updated as well.

 

Yeah, I did get the B2S resolved so that is all good now, though I don't think I've loaded the 64-bit stuff yet. Haven't run VPM much in 10.8 yet as I've been mostly testing my own tables on 10.8.

 

Only oddity I am getting on 10.8 now is something I'm not sure I can fix. It has to do with my plastics along the edge of the table. This is on my in-progress Zone Fury table

 

zonefuryplasticsvp10_8_t.png

 

The edges on the plastics appear white on 10.8 when they should be a solid dark gray where the plastics are3 over the edge of the table itself.. The plastics are fine in 10.7 (I've run this in 10.7.3 and 10.7.4, and all the plastics are the dark gray like they should be), and I've tried everything I can think of to fix it in 10.8 but to no avail. I don't know if it's something in 10.8 or if I did something I did wrong that 10.7 didn't pick up but 10.8 caught...So unsure how to fix if I even can.

 

Take Care


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