I would tend to agree. I have no problems with nvidia. My other nvidia cards work fine. I just have this nice 6700xt now i am trying to use lol and not waste the money i speant on it. Not sure how to get amd to help with this. I reported it in a bug report but i kind of doubt they looked at it. If its not a mainstream game i think its hard to get their attention. Especially on virtual pinball which requires some knowledge to get it even running. Not sure what to do. They would have to install it, find the rom and table etc and somehow i dont think they will do that.
Its bizarre that deselecting top visible and sides visible on certain walls and floors fixes the issue somewhat. It does seem like the amd driver is misinterpreting the z axis on certain objects. @Fuzzel
Well, it seems that it has to do with a textured surface being below the Z axis of the playfield
Plastics cause you no issue, they are walls with visible top and sides and transparencies and reflections etc, Alien Warrior is anyways.
And those give you no issues.
It is one simple object, a wall with no special properties or effects, that sits under the playfield, simply so that when you have the table on a cab
and look where targets and switches go through what would be a hole on the real thing, you can actually see the object go through the playfield (cause the texture is transparent there) and there is something below it rather than just black void, so you see kind of a dim cab bottom.
This means that possibly some other tables that have negative Z plane objects may work bad also
like a table with a lower playfield etc.
Do me a favor?
Make an empty table
now make a wall, and make it roughly the size of the playfield
and then set its position so the top is say -50 and the bottom - anything greater than 50
dont give it a texture or a material yet
set top and bottom visible
see if playfield turns black on launch
if it does not, give it a material, say plastic opaque
launch and test again
if still ok, give it a texture and retest.
What i am looking to see that is
Is it just the fact that the object itself is visible?
Or does either the material or texture trigger the problem
You might also test if the size of the object has any bearing on the problem.
If wall is made just a little square does entire playfield still vanish?
But this is a good thing really
We have a cause, even if we do not know the exact details yet, we know what causes it.
And while a tedious bit of trial and error, we know how to fix a table for you, on a per table basis.
It is worth noting that many tables use little walls that you never see, that may be flagged as top visible simply because they are not seen and the author does not think about them.
These are most often used as elevation points and may sit below the playfield
You use these to lower things like targets, drop targets, rollover switches, gates, and kickers and even lamps, when you want them to sit a bit lower than the Z plane of the playfield itself.
Useful for when you do not a wire switch looking so damned tall
or you want a kicker to actually sit a bit below something for a more realistic hole effect, or having gates sit at the right level, or getting lamps to go down to a lower playfield
or Up also.
So there are some tables where one of those kinds of elevation walls might trigger the problem