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Better Arcade Mode - MOD for Future Pinball


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#681 stevegooner123

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Posted 14 May 2014 - 08:55 PM

Hi Rav, I have followed these steps:-

1. Rename "BAM" folder to "BAM_BACKUP". So in "Future Pinball" dir there is no "BAM" dir, 

2. Unpack BAM_v1.1-67.zip.

3. Run FPLoader.exe, load table, switch between plugins.

All works, it means that Kinect wrok (i have image from kinect), HT w/PS3Eyes works (i get image from two cams on screen), FreeTrack works (i can change "start cam position", no crashes).

 

It crashed again on free track plug in,I deleted free track dll & I still don`t have the ps3 eyes option appear.

Regards Steve



#682 ravarcade

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Posted 14 May 2014 - 09:16 PM

....

It crashed again on free track plug in,I deleted free track dll & I still don`t have the ps3 eyes option appear.

Regards Steve

I will check on clean/new Windows.

One question: "... I still don`t have the ps3 eyes option appear." is about "HT w/PS3Eyes" (two ps3 cams and ir led tracking) not "Simple PS3Eye" (one cam and face detection)?

I ask, because there is no change in HT w/PS3Eyes" plugin or how it work with BAM, and "Simple PS3Eye" is "hidded" from release because FreeTrack work much better.

If You just want to use "Simple PS3Eye" it is in "remove_plugins" dir and You can copy it to "plugins".


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#683 stevegooner123

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Posted 14 May 2014 - 09:25 PM

hi Rav, it is ht with ps3 eyes, I bought the kit from randr from this forum

#684 ravarcade

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Posted 14 May 2014 - 09:40 PM

two things:

1. Download: 

http://www.ravarcade...EyeMulticam.dll

and copy it to "plugins" dir

 

2. Debug bam.dll. Download:

http://www.ravarcade.pl/debug/BAM.dll

and copy it to "BAM" dir.

Run FPLoader.exe, load and play table.

In BAM dir will be file "BAM_debug.log". Send to me this file: ( [email protected] )

 

Tomorrow i will do more tests, mayby i will find solution.


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#685 ravarcade

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Posted 07 June 2014 - 06:48 PM

BAM Update.
 
 
Small fixes.
Updated material system for New Renderer. This is something for table builders.
 
It is half year since models on tables can uses more update technics, like normal maps.
I don't see any one, who want to use it. I spend few months on it and i'm unhappy ;( .
 
Now i have to do somthing with it. Here is my plan.
 
1. Make usage of new material system easier for table creators.
2. Add some new easy to use features.
3. Make "demo" to show what can be done.
4. Make tutorial how to use.
5. Help any one who want to use it.
 
Point 1-3 are done.
Tomorrow i start work on tutorial.
 
For now, please download new BAM, download BAM-demo:
 
 
Switch to New Renderer and enjoy.
For start i recomend to use "non arcade" mode, when You can with mouse and WASD move and look.
 
Some info about used models:
Slug:
author: Dave Gibbons
Triangles: 4398
Vertices: 2215
 
ED-209:
Triangles: 3896
Vertices: 2046
 
Ship:
Triangles: 438
Vertices: 224
 
To see how well work normal maps in BAM menu (in non-arcade mode) go to:
[Rendering Engine] -> [DEV options] and switch "Draw mode" to "grey"
 
 
------------------- [ Warring ] --------------
I did some test on my desktop with Radeon 4850:
- With new Renderer i have realy bad performance (diff between normal and new renderer is like 200 FPS to 10 FPS)
- broken playfield reflections. 
 
All works fine on my notebook with nvidia GeForce 320M.

Edited by ravarcade, 08 June 2014 - 01:53 PM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#686 ravarcade

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Posted 09 June 2014 - 10:02 PM

BAM Update.
 
Fixed artifacts/bugs in New Renderer.
 
Here is video i did last night with BAM-demo table.
 
Small info about performance.
BAM_v1.2-69 is ~5% slower than v1.1-67. I will try to find where i lost that few frames.
Some performance tests with my demo table on GeForce 660:
1.1-67 without New Renderer ~305 FPS
1.1-67 with New Renderer ~255 FPS
1.2-69 without New Renderer ~280 FPS
1.2-69 with New Renderer (and 5 objects drawed with normal maps, 1x with Height Map, 1x with Specular Map) ~230 FPS.
 
In other words: switching to New Renderer will take ~20-30%.  Using of new stuffs like normal maps will not have impact on performance.
 
On my 5 year old Radeon 4850 i get ~10 FPS. It is unexpected huge performance lost (but only when normal maps are used). I hope to find way and regain normal speed.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#687 ravarcade

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Posted 10 June 2014 - 08:18 PM

BAM Update!
 
 
Performance problems solved. FPS should be more/less same as in v.1.1-67.
Small changes in reflections on playfield.
You can delete "BAM_debug.log" in BAM dir. Is is not needed anymore.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#688 mukuste

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Posted 10 June 2014 - 09:03 PM

That looks pretty nice! Did you use one of these fancy BRDF shaders?



#689 randr

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Posted 11 June 2014 - 12:12 AM

Man did i fall behind on the updates! looks good rav thank you!


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#690 ravarcade

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Posted 11 June 2014 - 08:38 AM

That looks pretty nice! Did you use one of these fancy BRDF shaders?

No, there is no BRDF or tonemapping.

It looks good because:

- all lighting is done after colors conversion from sRGB to RGB (linear) and converted back to sRGB before write to frame buffer.

It is done simplest way in shaders, on rgb values sampled from texture.I do: tex.rgb = pow(tex.rgb, 2.2) after texture sampling and before i write it to frame buffer i do outputColor.rgb = pow(outputColor.rgb, 1.0/2.2);

It would be better to declare source textures as "sRGB" and frame buffer as "sRGB" but it is part of FP i afraid to modify. Declaring frame buffer as sRGB would alse help with alpha-blending

- all lights are used in one pass with floatpoint precision. Same way as You will do with Tiled Forward Rendering

- Objects have two material colors: diffuse and specular. For "red lighted" ED-209 i use specular color.rgb = (1, 1, 0) and shinnines values are low (this object reflect a lot of specular light). So "diffuse" color is calculated with "white" light and "specular" color is with "orange" light. Combination of that two parts looks cool (but little unrealistic). I did it just to show how flexible it is.  Separate "diffuse" and "specular" colors are good tools for table devs. For example You can make black object and "bluish" or "redish" light reflections on it. Now my New Renderer can use "diffuse" color from one texture and "specular" color from other texture. It is visible on second "slug". It have black claws and light reflections on that claws are "purple", same time reflections on tail are "red".


Edited by ravarcade, 11 June 2014 - 08:41 AM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#691 mukuste

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Posted 11 June 2014 - 09:31 AM

 

That looks pretty nice! Did you use one of these fancy BRDF shaders?

No, there is no BRDF or tonemapping.

It looks good because:

- all lighting is done after colors conversion from sRGB to RGB (linear) and converted back to sRGB before write to frame buffer.

It is done simplest way in shaders, on rgb values sampled from texture.I do: tex.rgb = pow(tex.rgb, 2.2) after texture sampling and before i write it to frame buffer i do outputColor.rgb = pow(outputColor.rgb, 1.0/2.2);

It would be better to declare source textures as "sRGB" and frame buffer as "sRGB" but it is part of FP i afraid to modify. Declaring frame buffer as sRGB would alse help with alpha-blending

 

Yes, I just recently thought that we should have gamma-correct rendering for VP... so in your experience it doesn't have a bad effect on performance?



#692 ravarcade

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Posted 11 June 2014 - 09:46 AM

Close to zero impact on performance and huge impact at visual qualit.
That two pow functions in shaders are fast (also on old cards and slow cards )


Wysłane z mojego LG-D802 przy użyciu Tapatalka


BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#693 ravarcade

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Posted 17 June 2014 - 07:10 PM

BAM update.
 
 
Bug fixes:
- FP error: white DMD - finally solved. Now it will work on AMD and nVidia gfx cards.
- Normal vector visualisation. See "Draw Mode" in [Rendering Engine] -> [DEV options] menu.
BAM-demo.png
- Better performance with Normal Maps on old AMD Radeon cards (at least on my Radeon 4850).
- Separate shader programs for normal maps with height maps and without it -> more FPS on my BAM-demo table
 
I will continue writing manual "how to use advanced material" params (like normal maps and specular lighting). For now "lesson 1":
Maybe today "lesson 2" with normal maps.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#694 stevegooner123

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Posted 18 June 2014 - 07:22 PM

any idea what is the best resolution in my cab with 40" screen using BAM happy cab mode? at the moment I'm using 1280X1024 but the ball doesn't look right when its at the top of the playfield.

#695 ravarcade

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Posted 18 June 2014 - 08:33 PM

any idea what is the best resolution in my cab with 40" screen using BAM happy cab mode? at the moment I'm using 1280X1024 but the ball doesn't look right when its at the top of the playfield.

1. You do BIG mistake, when You use this resolution. BAM assumes, that "pixel" is square - width = height. I guess You have full HD screen with native resolution = 1920x1080. Proportion of that screen (aspect ratio) is 16:9. You should use resolution with this proportion. So You should use 1920x1080 or 1280x720. If You use 1280x1024, then pixel on screen is ~42% taller than it should.

2. Use reality menu to enter screen size. BAM need info about screen size and resolution to determine pixel size. BAM alsu assume, that screen aspect ration is same as screen solution (it is always true if You use native resolution of screen).

3. Use "static cam" mode and enter accurate camera/eye position in real world. All calculations are done based on this information. If You enter false information, image must be distorted.

4. Please remeber that ball on bottom of table should cove less pixels, than ball on top of playfield. See this image:

http://ravarcade.pl/CamZ.png

Our brains are trained interprete image on screen "wrong way". For years we see on TV (and in games) objects drawed incorrect way (with FOV different, than we look at display). Our brains expect same size of ball in any place on screen. It is wrong. We have to "un-train" brain.  It is easy with stereo image (please, please try atleast anaglyph glasses) or close one eye.


Edited by ravarcade, 18 June 2014 - 08:34 PM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#696 ravarcade

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Posted 18 June 2014 - 09:48 PM

Here are manuals about adding models with normal maps to FP:

Edited by ravarcade, 18 June 2014 - 09:49 PM.

BAM page: http://www.ravarcade.pl

current BAM version: v1.5-317,  released: Oct 11, 2020


#697 toxie

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Posted 19 June 2014 - 07:30 AM

random sidenote: seems like head/eyetracking and fiddling with the perspective now also made it into the amazon phone. will be interesting to see how good it works there.



#698 gtxjoe

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Posted 19 June 2014 - 03:32 PM

Yes, Amazon called it Dynamic Perspective, because BAM was taken ;)



#699 stevegooner123

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Posted 20 June 2014 - 01:44 PM

Here are manuals about adding models with normal maps to FP:
http://ravarcade.pl/...ecular-light,66
http://ravarcade.pl/...s-normal-map,67

thanks Rav for info about correct BAM resolution, I am using 1280 x 720 now & have entered correct Y display.tables look must better now when I resize X position on all tables :-)

#700 pocketpal

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Posted 23 June 2014 - 01:21 PM


Also, it seems having the new renderer turned on causes the high score entry, high score table, and the FP logo above the plunger to be nothing but grey rectangles.
 

Try to set "specular color" = 0.0.

 

I'm still having this issue, but it isn't on every table.  Sometimes the FP logo in the bottom-right corner flickers and flashes while playing certain tables, as well.  I set specular color = 0.0, but that didn't help; the only setting within BAM I can find that brings the high-score windows and logo back is turning the New Renderer off, but I don't want to have to do that.  I just upgraded my nVidia driver last night to the most recent stable version, but no help there, either.  It just occurred to me this morning at work that perhaps there's an option in the FP video settings that is causing some sort of conflict with BAM's New Renderer, but that will be laborious to test.  Does anyone have any guesses as to what might be causing it?


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