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WIP: Visual Pinball in Unity


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#601 freezy

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Posted 07 December 2020 - 10:20 PM

@pandeli that reminds we that we need the lamp manager going so we can hook those lamps to a ROM, fade them properly and most importantly, properly deal with inserts :)



#602 Ben Logan

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Posted 07 December 2020 - 11:50 PM

Love the videos, guys. Thanks!



#603 hitman2304

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Posted 08 December 2020 - 06:42 AM

@fripounet How much fps did You getting on 1660 with rtx disabled?


Edited by hitman2304, 08 December 2020 - 08:33 AM.


#604 pandeli

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Posted 11 December 2020 - 09:03 PM

The current plan for VPE is to roll out optimized pre-configured projects for each pipeline. The first of these is HDRP, the High Definition pipeline. This supports high quality rendering and works best for VPE's needs at the moment.

This project will not use any DXR features at this time due to the relative immaturity of that feature set in Unity. DXR is not quite production ready yet and requires a lot of manual configuration per table. Until we can provide tools to simplify or automate that setup process VPE will not natively support DXR.

 

The goal of the HDRP project is to provide a stable and good quality environment for table creation, conversion, editing and testing.

Unity's Universal Render Pipeline (URP) is not yet suitable for use with VPE due to a few limitations in their forward renderer. This project will roll out later but is aimed at lower end hardware support.

The frame rates I reported are in editor so are lower than they would be in a build.

The HDRP framerate includes a full graphics suite setup that includes:

  • Image based lighting environment
  • Planar reflections (realtime dynamic)
  • Screen Space Ambient Occlusion
  • Screen space global illumination
  • ACES Tonemapping
  • Directional and select point light shadows
  • Fully dynamic lighting and reflection environment

The URP framerate includes:

  • Image based lighting environment
  • Planar reflections (realtime dynamic)
  • Screen Space Ambient Occlusion
  • ACES Tonemapping
  • Directional and select point light shadows
  • Fully dynamic lighting environment

* URP was using forward rendering which is not suitable VPE so actual framerate in URP is TBD.

Each of these features will be configurable so your actual frame rate may vary.

 

 

For other updates:

 

Freezy and JSM174 are currently focused on establishing and improving the distribution setup to allow getting started to be as easy as possible. Freezy recently introduced a new API that will allow VPE to more easily support Unity's multiple render pipelines. I've been setting up and testing the render pipelines and working on a few tools to make setting up the scene for good quality visuals and good performance a bit easier and working on the asset library initial setup and planning as well as some documentation. Rowlan has been working on improving the initial import material conversion to better match the intent of the original settings while translating over to Unity specific features. VrôÕnsh recently improved and fixed some bugs in the wall creation tool.


Edited by pandeli, 11 December 2020 - 09:03 PM.


#605 freezy

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Posted 11 December 2020 - 10:21 PM

Thanks for the update Pandeli. Also I think ecurtz is working on the lamp manager.



#606 wiesshund

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Posted 11 December 2020 - 11:07 PM

replace the rendering of the old vpx dx9 with the new vulkan ray tracing, the equivalent of dx12 is feasible?

because there would be a double advantage less system load compared to unity, and easier programming (vbs)

does not unity already use dx12?


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#607 fripounet

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Posted 11 December 2020 - 11:15 PM

 

replace the rendering of the old vpx dx9 with the new vulkan ray tracing, the equivalent of dx12 is feasible?

because there would be a double advantage less system load compared to unity, and easier programming (vbs)

does not unity already use dx12?

 

yes , not long ago

but not at all optimized with the hdrp

exceptional rendering but way too much cpu load, fps crumble....or you have to deactivate a lot of functions, or just to make only a photorealistic image.

 

you need a big workstation (xeon gold minimum + quadro and 64 go ram  minimum) $$$  :stunned:  , for to be comfortable  , without triggering the fans and wait tens of seconds for the slightest preview.

especially if you import other assets for the creation of VR scene (room,terrain, particle system ......)

if it's just for playing (.exe after build), it's easier and less expensive.

 

unity was never designed for preview editor mode but for build.

a simple finalized scene, count 400 mo (without additional artifices).

 

shaderbyte example :

ian0.jpg

 

 

or considerably reduce its resolution.

in hd it's ok

in 4k must forget (only build).

 

 

 

with ss modern too much gi, insert and flasher  :(

with  em it's ok  :tup:

 

explanation here :

 

https://docs.unity3d...areRequirements


Edited by fripounet, 18 December 2020 - 10:19 AM.


#608 poolay

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Posted 21 December 2020 - 11:39 AM

Hi guys, I really love you all, this project  is so powerful.

 

With the DOC, all is OKAY, but I'm stuck with the VP HDRP package ;_______;

 

it said in the red console:

 

 

https://pasteboard.co/JFWvoGD.jpg

 

 

Any ideas ? And sorry to post here if not :/ And my english is terribly awful

 

Bye and congrats again


Edited by poolay, 21 December 2020 - 12:29 PM.


#609 fripounet

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Posted 21 December 2020 - 11:52 AM

il faut aussi installer vpe hdrp

 

l1.jpg

 

https://github.com/V...ball.Unity.Hdrp


Edited by fripounet, 21 December 2020 - 11:53 AM.


#610 poolay

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Posted 21 December 2020 - 12:28 PM

OK Fripounet, many thanks, that's excactly what I tried to do (look the console)

 

Hmmm in your screen I see HD RP config in custom package, maybe imissed this one ? (EDIT: nope. "HDRP custom" exists, It's in  the Unity Technologies PAck folder (not in custom folder)

 

this is the first RED message in the console: 

 

[Package Manager Window] Unable to add package [file:E:/PIN/VisualPinball.Unity.Hdrp]:
  Package org.visualpinball.engine.unity.hdrp@file:E:\PIN\VisualPinball.Unity.Hdrp has invalid dependencies or related test packages:
    org.visualpinball.unity.assetlibrary.hdrp (dependency): Package [[email protected]] cannot be found
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

Edited by poolay, 21 December 2020 - 12:48 PM.


#611 fripounet

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Posted 21 December 2020 - 12:54 PM

 J'ai exactement la même version d'unity  , mais installée depuis le 15 (sa sortie) , son dernier vpe hdrp date de 3 jours, peut être qu'il y a eu une modification notable qui perturbe le bon déroulement de l'installation.

réessaye plus tard.

 

trad google

HDRP config follows from the installation. I have exactly the same version of Unity, but installed since the 15th (its release), its last vpe hdrp was 3 days old, maybe there was a notable modification that disrupts the smooth running of the installation .

 

try again later.


Edited by fripounet, 26 December 2020 - 03:30 PM.


#612 poolay

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Posted 21 December 2020 - 12:55 PM

Je pense aussi, merci pour ton efficacité Fripounet o/



#613 freezy

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Posted 21 December 2020 - 02:40 PM

Please bear with us, we're in the middle of changing the setup process, so things might be broken currently. We'll post an update here once we're done.



#614 poolay

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Posted 06 January 2021 - 08:32 AM

Hey, Happy new year guys, in 2021, make pinball great again :V :V

 

Any news about your amazing project?

 

Love you all



#615 pitty

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Posted 07 January 2021 - 01:13 PM

This is a few days old and it was when I noticed ray tracing isn't actually working with the hybrid renderer...

 

Stuttering is due to encoding, not rendering. Flippers parenting is screwed and shadows are weird. But it still looks kinda cool!

 

 

Wow that looks amazing, the lighting really brings the table to life.

 

Keep up the great work, looking forward to the day this could be in my machine.

 

I might have to look into head tracking for the 3D effect, which is pretty early days on future pinball yes? 


Edited by pitty, 07 January 2021 - 01:17 PM.


#616 wiesshund

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Posted 07 January 2021 - 01:37 PM

probably has not come up yet, but what will this use for backglasses?

anything new in mind there?


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#617 freezy

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Posted 07 January 2021 - 01:42 PM

@wiesshund nothing concrete yet, but Herweh is in the loop.



#618 htamas

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Posted 07 January 2021 - 04:31 PM

If VPE had embedded support for backglass and use that similar to a playfield, it'd be awesome for those backglasses that have animation or even a playfield like Banzai Run. Or NBA Fastbreak, Catacomb etc. where there is a flipper and ball, or Terminator 3 with the RPG, and so on.



#619 freezy

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Posted 07 January 2021 - 07:28 PM

Yeah there's definitively potential. I think the first thing we'll do is slap an API on the current B2S implementation and run it natively in VPE. We're also working with MPF and they have their own backglass thing (it's called "media controller") where you can do neat stuff with little to no code. Getting a complete physics sim into the backglass for Banzai Run is going to be more challenging, but hey that's what we're here for! ;)



#620 wiesshund

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Posted 07 January 2021 - 07:47 PM

Yeah there's definitively potential. I think the first thing we'll do is slap an API on the current B2S implementation and run it natively in VPE. We're also working with MPF and they have their own backglass thing (it's called "media controller") where you can do neat stuff with little to no code. Getting a complete physics sim into the backglass for Banzai Run is going to be more challenging, but hey that's what we're here for! ;)

 

what is the backglass was just inside vpe?

and it basically just spanned screens?

 

course you'd have to tap into vpm data like dmdext does, not sure how easy or hard that might be


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