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VP10 is here (beta)

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#681 Slydog43

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Posted 10 February 2015 - 01:53 PM

In UW's MonsterBash WIP table plays buttery smooth on my FS cab until I check the Video option "Enable 4xAntiAlias".  After checking this box flippers look so nice but ball stutters all over the place.  I get around 152 FPS without the check box but only 50 FPS with 4xAntiAlias checked.  If I enable FXAA in the Nvidia control panel I get about 124FPS and once again its smooth and looks pretty good (Not as good as 4xantialias though but close, at least at the flippers)

 

 Not sure if this is normal, just reporting my findings.  Not complaining, loving the Beta, thanks team.


Edited by Slydog43, 10 February 2015 - 02:03 PM.


#682 toxie

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Posted 10 February 2015 - 05:30 PM

The 4xAA is really just meant for high end gfx cards (on my office TITAN, it basically costs -close to nothing- to enable it, it just stays at ~200fps in MB), otherwise i would recommend sticking with the control panel FXAA for now, as you already did.

(also the builtin VP-FXAA modes will be fixed til the final, to work with all other features again, so one doesn't have to use the control panel FXAA anymore)



#683 Slydog43

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Posted 10 February 2015 - 05:58 PM

wow around 200fps in FS?  what video card are you using (I might have to upgrade from my 660ti) 



#684 open6l

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Posted 10 February 2015 - 09:44 PM

Just get a pair of GTX 980s and you will be fine :)


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#685 Outhere

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Posted 10 February 2015 - 09:49 PM

LOL


Edited by Outhere, 10 February 2015 - 09:51 PM.


#686 Practicedummy

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Posted 10 February 2015 - 10:20 PM

Just get a pair of GTX 980s and you will be fine :)

VP takes advantage of SLI? :D


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#687 Argo

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Posted 10 February 2015 - 10:22 PM

Don't forget boulotaur's injector as an option too.



#688 freneticamnesic

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Posted 10 February 2015 - 10:29 PM

Just get a pair of GTX 980s and you will be fine :)

 

I feel like I need it........



#689 Shadowsclassic

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Posted 10 February 2015 - 11:21 PM

200 fps on MB??? I agree toxie, what kind of beast are you running?  Stats please, I want to feel even worse about my system. ;)



#690 freneticamnesic

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Posted 11 February 2015 - 01:27 AM

visible variable doesn't work on ramps?



#691 Shockman

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Posted 11 February 2015 - 02:20 AM

visible variable doesn't work on ramps?

It works for me.

 

Do you go to Ground Kontrol much?



#692 freneticamnesic

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Posted 11 February 2015 - 04:19 AM

 

visible variable doesn't work on ramps?

It works for me.

 

Do you go to Ground Kontrol much?

 

 

weird =[

I do go to GK often, but it's not great for pinball though, the machines are usually quite abused. C-Bar and Ship Ahoy (right across from eachother) and Hungry Tiger and my usual spots



#693 bodydump

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Posted 11 February 2015 - 04:21 AM

Here's a link for a new table I built in VP10.  I decided to scratch build a table in VP10 rather than convert one of my VP9 tables so I could get a better idea of the new features.  It's an EM table and I used much of Leon Spalding's script from his VP8 version.  I did the table without using Photoshop (except for the redraws of course).  I'm sure some things could look better with photoshop trickery but I wanted to see if you could build a realistic reproduction just in VP.  I think it came out OK.  I really like the ability to build in the desktop and FS together (thanks to the new visible option on em reels) and the day/night slider.  I changed up some lighting in the script based on the day/night value.  Kind of cool.  I figured I'd share it so everyone has another table to play around with and test for bugs.  If you mess around with the POV you'll probably need to adjust the pop bumper lights.  B2S is included and automically enables for FS and disabled for DT.  Sorry if you're a 2 screen desktop user :(

https://www.dropbox.... 1975).zip?dl=0



#694 Slydog43

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Posted 11 February 2015 - 04:33 AM

wow, the ball is kinda scary.  Looks and plays great.  How long did that take you compared to a VP9.x with photoshop trickery.  I guess I'm asking how much easier is vp10 to vp9.  



#695 freneticamnesic

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Posted 11 February 2015 - 04:46 AM

Nice indeed bodydump, that ball is funky but otherwise a quality table. I look at the work I did on Fast Draw and how much easier VP10 would have made that.... the lighting, drop targets, playfield level, I could have done that in half the time with the new functions available in VP10. And it would have just looked better. I spent a lot of time on opacity as well, all that could have been cut out using this stuff.

 

The only things I'd recommend are the kicker image (try out a primitive - see OXO for an example - I had to modify the model to display properly in VP) and change the bumper ring speed as specified a page or two back, .4 or .5 is good. With the latest versions of the beta, the previous speeds are too quick to see

 

edit: not sure why some of the plastics are not fully transparent...


Edited by freneticamnesic, 11 February 2015 - 04:57 AM.


#696 bodydump

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Posted 11 February 2015 - 05:29 AM

wow, the ball is kinda scary.  Looks and plays great.  How long did that take you compared to a VP9.x with photoshop trickery.  I guess I'm asking how much easier is vp10 to vp9.


Yea I meant to change out the ball. Forgot to put it on my final todo list. oh well, it's kind of trippy. I'm not sure if it was any faster for this build because I'm comfortable in photoshop and didn't know what I was doing in VP10. One thing that's definitely easier is the new rubber object. I'm sure it will eventually get easier but I'm sure you can improve on some of the looks using photoshop trickery. Anyway 90% of my time was spent redrawing that damn backglass.

#697 toxie

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Posted 11 February 2015 - 06:03 AM

200 fps on MB??? I agree toxie, what kind of beast are you running?  Stats please, I want to feel even worse about my system. ;)

 

As mentioned, its a Geforce TITAN (the old one).. But go for a new Maxwell based mid-range priced card if you think of upgrading, its more worth it..

 

@bodydump: great table, shows off some of the new features really well! as for the ball: decals work differently from how they used to, so simply replace the ball decal f.e. with the scratches image/decal from the VP default table..


Edited by toxie, 11 February 2015 - 06:11 AM.


#698 freneticamnesic

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Posted 11 February 2015 - 06:20 AM

 

visible variable doesn't work on ramps?

It works for me.

 

Do you go to Ground Kontrol much?

 

 

If I set objects to be hidden based on ShowDT, most of them work except ramps... however, if I use Camera Mode it works fine. ie. If Table.ShowDT = true then ramp.visible = true else ramp.visible = false 

If I uncheck Show DT in backdrop and start in cabinet mode, I can see the ramps when I shouldn't, but if I start in Camera Mode I can't see the ramps. rev 1675



#699 sliderpoint

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Posted 11 February 2015 - 06:25 AM

Testing MB was the first table that I tried that had a DMD.  I noticed that the DMD looks different than under vp99 (same rom).  Like it's trying to simulate lighting on a DMD (antialiasing maybe?) Is that a setting in the table or a setting in VP that is doing that to the DMD display?

 

-Mike



#700 bodydump

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Posted 11 February 2015 - 06:28 AM

visible variable doesn't work on ramps?

It works for me.
 
Do you go to Ground Kontrol much?[/size]

 
If I set objects to be hidden based on ShowDT, most of them work except ramps... however, if I use Camera Mode it works fine. ie. If Table.ShowDT = true then ramp.visible = true else ramp.visible = false 
If I uncheck Show DT in backdrop and start in cabinet mode, I can see the ramps when I shouldn't, but if I start in Camera Mode I can't see the ramps. rev 1675


I had the exact same problem using ramps as the cabinet rails in DT mode and they wouldn't hide in FS mode. I made them out of primitives instead.





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