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The VP 10.6 beta thread

beta 10.6 beta

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#621 Kernel

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Posted 16 March 2019 - 11:54 AM

I've tryed rev. 3660 and it's very stable for me, but I have a question: Is it normal that "FAST VSYNC" doesn't work? I set it through nvidia control panel, as always, but it works like VSYNC off (fps go randomly through 180-280 range). If I set normal VSYNC it works (stuck on 60 fps).

I'm using latest VPX beta and latest 419.35 nvidia driver (GTX 1080).

Is there a way to enable it from VPX? I've tried changing "FPS Limiter/VSync" setting (0= off; 1=vsync on; 2=fast vsync?) but it doesn't work anyway.



#622 ludovids

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Posted 16 March 2019 - 01:51 PM

When using nVidia Fast VSynch, set VP VSynch off (0). The VP VSynch value can be overridden in table settings, so check that too.

 

I just gave Fast VSynch a try last night, and this is what I saw: On TAF with no VSynch, I get about 170 fps. With Fast VSynch, I get about 120 fps. I guess that makes sense since my video card can deliver 2 frames within my screen's refresh rate of 60 Hz.

 

Then I tried playing CV some, and saw a little bit of stuttering I hadn't seen before. So I will try again with VSynch off and see if the stuttering goes away. Since your video card can deliver at least 180 fps, Fast VSynch might work better for you.

 

New info:

The stuttering I saw on CV may have occurred because I did not restart VPX after playing TAF. I played CV again and did not notice any stuttering when using nVidia Fast VSynch. But I never noticed any stuttering when using no VSynch, even if I didn't restart VPX between tables.


Edited by ludovids, 19 March 2019 - 03:17 AM.

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#623 Kernel

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Posted 16 March 2019 - 05:20 PM

When using nVidia Fast VSynch, set VP VSynch off (0). The VP VSynch value can be overridden in table settings, so check that too.

 

I just gave Fast VSynch a try last night, and this is what I saw: On TAF with no VSynch, I get about 170 fps. With Fast VSynch, I get about 120 fps. I guess that makes sense since my video card can deliver 2 frames within my screen's refresh rate of 60 Hz.

 

Then I tried playing CV some, and saw a little bit of stuttering I hadn't seen before. So I will try again with VSynch off and see if the stuttering goes away. Since your video card can deliver at least 180 fps, Fast VSynch might work better for you.

 

I also have a 60Hz screen but, as you have seen, with fast vsync you can have two or more generated frames in one Hz (multiples of 60) with a stutter free and smooth ball.

Having 120 or more FPS insetad of 60FPS makes a HUGE difference in input lag.

Unfortunately fast vsync doesn't work for me, even with the official stable 10.6 release (I've tried many tables with no ovverride setting).

Any help appreciated.


Edited by Kernel, 16 March 2019 - 05:25 PM.


#624 toxie

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Posted 16 March 2019 - 08:14 PM

With fast vsync the FPS that will be displayed by VPX will still be high, only the gfx driver does do vsyncing by grabbing the next best frame that fits.

So you can only tell if it works if there is no frame tearing, everything else will look the same.



#625 The Loafer

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Posted 17 March 2019 - 12:11 AM

Toxie: is there really an added advantage to use fast vsync versus the VPX sync?  (ie: there's a mention of even less input lag?)



#626 ludovids

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Posted 17 March 2019 - 02:12 PM

@Kernel:

 

This is the software I am using:

 

Windows 10 1803 build # 10.0.17134 with no updates.

nVidia driver 417.71

VPX.6 beta rev 3592

VPinMame 3.1

EVGA_PrecisionX_OC_Setup_v6.2.7  (for logging framerates)

 

It might be that there is an incompatibility between Windows and your graphics driver. Do some googling to see if anyone else has reported problems running Fast VSynch with your version of Windows and graphics driver. Maybe they found a version of the graphics driver that works with that version of Windows.


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#627 Kernel

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Posted 17 March 2019 - 03:11 PM

Toxie: is there really an added advantage to use fast vsync versus the VPX sync?  (ie: there's a mention of even less input lag?)

I've made a 960FPS video compartison and now I have the proof that the difference is HUGE:

https://www.vpforums...showtopic=41957

 

@Kernel:

 

This is the software I am using:

 

Windows 10 1803 build # 10.0.17134 with no updates.

nVidia driver 417.71

VPX.6 beta rev 3592

VPinMame 3.1

EVGA_PrecisionX_OC_Setup_v6.2.7  (for logging framerates)

 

It might be that there is an incompatibility between Windows and your graphics driver. Do some googling to see if anyone else has reported problems running Fast VSynch with your version of Windows and graphics driver. Maybe they found a version of the graphics driver that works with that version of Windows.

Other directX games work with fast VSync. In certain cases the FPS fluctuates, but most the time it's stuck on 240 - 180 and 120 fps.


Edited by Kernel, 17 March 2019 - 03:12 PM.


#628 Umpa

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Posted 19 March 2019 - 07:08 PM

 

Ok so not sure if this fixed it but I updated b2s server and now vpx has my screens numbered correctly and all is good. This maybe a random coincidence but at least it's working now.

Sent from my SAMSUNG-SM-G935A using Tapatalk

Nope it did it again. Powered on cab and looked under video preferences. Going to revert back to 3592. Will wait for next 10.6 beta. 69bc6913dbc5a804631fb59f00a44786.jpg

Sent from my SAMSUNG-SM-G935A using Tapatalk
 
 
Sorry for the inconvinience, I wrote this piece of code. The one with the Asterisk (in your case) should be the primary display. The displays are reported in this order and unfortunatelly, there is no proper information from Microsoft side, how the matching between monitors, adapters (GPUs) and the numbering in the resolution dialog works. I thought I figured it out for the latest version, but when I look at your screen, it seems that there is some more magic behind.
 
Is the numbering static, or does it change when you restart VPX or your PC?
Any info on a fix for this? Others have same problem. Just asking. Thanks again.

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#629 DreamTrap

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Posted 23 March 2019 - 03:03 PM

is it possible to download previous version i'm looking for Version 3592


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#630 Outhere

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Posted 23 March 2019 - 04:01 PM

https://vpinball.com...s/vp-10-6-beta/

is it possible to download previous version i'm looking for Version 3592



#631 fuzzel

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Posted 23 March 2019 - 07:43 PM

rev3664 is up:

 

- fix UI issue with not having excl. fullscreen checked and try to match resolution in a fuzzy way, patch by Caligula
- (maybe) workaround potential double init problem of BASS as suggested by mrkai
- use zero normal vector again in case of degenerate normal to easier catch that case


#632 toxie

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Posted 23 March 2019 - 07:55 PM

Toxie: is there really an added advantage to use fast vsync versus the VPX sync?  (ie: there's a mention of even less input lag?)

 

if it works, it will always (no matter which game) be better than 'normal' vsync.



#633 wrd1972

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Posted 27 March 2019 - 03:47 PM

Bug Report!

 

I am currently converting my BBBB table to now use a prim playfield mesh, and any "wall" objects will not appear below 0-units like they should. So if I set a wall at -50 units, it will not appear when the table is played. However if you start the table in "camera" mode, the wall WILL appear. Just not in "play" mode. I can provide my WIP table if needed.


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#634 kiwi

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Posted 27 March 2019 - 04:40 PM

Bug Report!

 

I am currently converting my BBBB table to now use a prim playfield mesh, and any "wall" objects will not appear below 0-units like they should. So if I set a wall at -50 units, it will not appear when the table is played. However if you start the table in "camera" mode, the wall WILL appear. Just not in "play" mode. I can provide my WIP table if needed.

The playfield and the walls have an Active material?



#635 ClarkKent

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Posted 27 March 2019 - 06:41 PM

Will there ever be a diverter object? Somehow it's sad that primitive diverters can not be used as diverters.

Edited by ClarkKent, 27 March 2019 - 06:41 PM.


#636 bord

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Posted 27 March 2019 - 07:14 PM

Something like that would also allow banana flippers, right? Dynamic physics on a moving mesh?

#637 DreamTrap

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Posted 28 March 2019 - 05:35 PM

no problems with rev3664 tested on 88 tables


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Spoiler

 


#638 Ace of spades pinbal

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Posted 29 March 2019 - 12:11 AM

I never knew that suggestions go here. Now, what I just thought of is distinguishing between SFX and music like FP does. There should also be distinguishment in SFX between in-game sounds and the mechanical sounds. When making FP tables myself, I use the music feature for the former, and the sound feature for the latter. Also, as for the in-game audio, I suggest there to be an option to import sequenced music (such as .mod, .it, .xm, etc), and all of this is to make it easier for table makers when they want to make a late-80s to mid-90s style.

 

In short:

  • Distinguishment between mechanical sounds and in-game audio like FP can do
  • Splitting the music import options between "streamed" (MP3, WAV, OGG, etc) and "sequenced" (IT, MOD, XM, etc)

Edited by Ace of spades pinbal, 29 March 2019 - 12:12 AM.


#639 DreamTrap

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Posted 29 March 2019 - 08:36 AM

even the unicorn table works perfect in rev3664 :8):


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Spoiler

 


#640 DreamTrap

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Posted 30 March 2019 - 10:21 AM

every single time i try to import an XML POV vpx crashes. latest crash report

 

Crash report VPX rev3664
============
Process: VPinballX.exe
Reason: 0xC0000005 - EXCEPTION_ACCESS_VIOLATION at 0023:0043C0A8
Attempt to read from 0x00000018
Thread ID: 0x44C [1100]

Call stack
==========
0043C0A8 VPinballX.exe (0x006786D8 0x0058CF70 0x02E07688 0x02dd6020)
004BFB86 VPinballX.exe (0x00000000 0x00000111 0x00000FA6 0x000d09d4)
0052A837 VPinballX.exe (0x00000FA6 0x0052D190 0x00000000 0x00000111)
0052D51B VPinballX.exe (0x000D09D4 0x00000111 0x00000FA6 0x00000000)
7431BF1B user32.dll AddClipboardFormatListener + 0x49B (0x0052D190 0x000D09D4 0x00000111 0x00000fa6)
743183EA user32.dll DispatchMessageW + 0x97A (0x0052D190 0x00000000 0x00000111 0x00000fa6)
742F8D8C user32.dll CallWindowProcA + 0x8C (0x0052D190 0x000D09D4 0x00000111 0x00000fa6)
004268EE VPinballX.exe (0x00000111 0x00000FA6 0x00000000 0x00000111)
00424C0F VPinballX.exe (0x00424BC0 0x000D09D4 0x00000111 0x00000fa6)
743183EA user32.dll DispatchMessageW + 0x97A (0x00424BC0 0x00000000 0x00000111 0x00000fa6)
74317C9E user32.dll DispatchMessageW + 0x22E (0x0019FA18 0x0051F5C3 0x0019F9B4 0x00000000)
7430CDD0 user32.dll DispatchMessageA + 0x10 (0x0019F9B4 0x00000000 0x0069C978 0x00000000)
0051F5C3 VPinballX.exe (0x00000000 0x0069C978 0x002E5000 0x00683420)
0051F726 VPinballX.exe (0x00400000 0x00000000 0x02D32772 0x00000001)
00531447 VPinballX.exe (0x002E5000 0x77298460 0xFFFFFFFFB39E31DE 0x0019ffdc)
77298484 KERNEL32.DLL BaseThreadInitThunk + 0x24 (0x002E5000 0xFFFFFFFFE67AE30A 0x00000000 0x00000000)
775141C8 ntdll.dll RtlAreBitsSet + 0x88 (0xFFFFFFFFFFFFFFFF 0x7752F352 0x00000000 0x00000000)
77514198 ntdll.dll RtlAreBitsSet + 0x58 (0x02B720C0 0x002E5000 0x00000000 0x78746341)

Environment
===========
Date/time: 30/3/2019, 20:21:27:766
Number of CPUs: 16
Processor type: 586
System: Windows 10 (10.0 17134)

Memory status
=============
Total Reserved: 84908K (82M) bytes
Total Commited: 630960K (616M) bytes
Total Free: 3478372K (3396M) bytes
Largest Free: 2095548K (2046M) bytes

Registers
=========
EAX=00000000 EBX=006786E3 ECX=00000000 EDX=00000000
ESI=00000000 EDI=0018EA74 EBP=0019FFEC ESP=0019FFE4 EIP=77514198
FLG=00010246 CS=0023 DS=002B SS=002B ES=002B FS=0053 GS=002B


Mini dump saved successfully.
 


Edited by DreamTrap, 30 March 2019 - 10:21 AM.

My wheels CHECK THEM OUT HERE.

Fantasy Tarcisio style Popper Wheels

Cab specs:

Spoiler

 






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