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The VP 10.6 beta thread

beta 10.6 beta

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#801 Rawnei

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Posted 04 June 2019 - 08:07 PM

Actually everything should work as expected when using clamp.. Otherwise one filters texels from the other side of the sphere (=the opposite pole texels) which lead to some visible artifacts..

 

The problem goes much deeper here: Turns out i was just lucky when implementing the kinda fake lighting for the ball<->playfield reflection, as the lights are just plain ignored and the envmap just looks up a wrong value. I am on this (and it drives me already insane ;)).

 

But as an intermediate workaround your commit is good, thanks!!

 

I struggled a lot with this in OpenGL so take a look at the ballshader in the VPVR version for possible solution. :)



#802 toxie

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Posted 05 June 2019 - 06:49 AM

From what i see the bug is also still in there..



#803 Rawnei

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Posted 05 June 2019 - 06:51 AM

From what i see the bug is also still in there..

 

Ah, alright, awaiting your fix with great interest then. :)



#804 toxie

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Posted 05 June 2019 - 11:28 AM

Me, too..  ;)

 

Most likely we'll stay with the partial revert from Fuzzel though, as otherwise the ball reflection can differ too much, and it's also very table dependent on how much it differs..  :/

 

And the partial revert is not doing any evil except for making the lighting on the ball reflection "a bit more wrong", but it's completely wrong anyway, so .. .. ..



#805 blindpeser

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Posted 05 June 2019 - 11:37 AM

Me, too..  ;)

 

Most likely we'll stay with the partial revert from Fuzzel though, as otherwise the ball reflection can differ too much, and it's also very table dependent on how much it differs..  :/

 

And the partial revert is not doing any evil except for making the lighting on the ball reflection "a bit more wrong", but it's completely wrong anyway, so .. .. ..

 

Maybe the time has come to implement dynamic lighting. We could forgot about the fake reflections then. ;)



#806 toxie

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Posted 05 June 2019 - 02:05 PM

This is completely independent from "dynamic lighting", as it's related to the already physically based point lights and environment.. And in this special case here the lighting for the reflection is broken..



#807 wrd1972

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Posted 05 June 2019 - 07:56 PM

 

Maybe the time has come to implement dynamic lighting. We could forgot about the fake reflections then. ;)

 

Looking very much forward to this down the road. I spend more time far and away, doing the lighting for my tables. Its extremely hacky and complex for sure.


Edited by wrd1972, 05 June 2019 - 07:57 PM.

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#808 toxie

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Posted 05 June 2019 - 09:57 PM

..but also note that physical lighting comes at the price of less artistic freedom.. just sayin.. ;)

 

but going forward this will be the thing to do for sure..



#809 dark

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Posted 05 June 2019 - 10:14 PM

Would it be possible to have per table video options?  For example some tables are far more demanding than others but for the ones that are less demanding I can run with brute force 4xAA, AO, max settings basically.  However for the more demanding tables I need to disable some of these or all of these features to maintain good fps even during demanding events such as multiballs w/ flasher sequences.



#810 Rawnei

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Posted 06 June 2019 - 05:07 AM

Would it be possible to have per table video options?  For example some tables are far more demanding than others but for the ones that are less demanding I can run with brute force 4xAA, AO, max settings basically.  However for the more demanding tables I need to disable some of these or all of these features to maintain good fps even during demanding events such as multiballs w/ flasher sequences.

 

It's already there, under User Customization on the right hand menu.



#811 KABS

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Posted 06 June 2019 - 07:16 AM

 

HI, I am very new to this and not sure on the technical lingo, but i just installed beta3705 and it has made all the black on the tables go fuzzy across the table almost like lines of static. I went back to beta3674 and i dont have that issue.

 

could you please post a screenshot?

and what was the last VPX 10.6 beta version that worked for you?

 

older versions can be found here: https://vpinball.com...s/vp-10-6-beta/

 

https://www.dropbox....6_3705.png?dl=0

 

https://www.dropbox....6_3674.png?dl=0

 
i have labeled the two pics if you zoom in on the pic 3705 you can see the fuzzy lines and in the other pic 3674 when you zoom in there are no lines at all. I have just checked and the new beta 3720 also does the fuzzy lines across the blacks
 
 
hopefully this video shows the lines more clearly

Edited by KABS, 07 June 2019 - 08:49 AM.

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#812 toxie

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Posted 06 June 2019 - 01:55 PM

seems like i cannot access the images.. shows 0 images for me..


This is completely independent from "dynamic lighting", as it's related to the already physically based point lights and environment.. And in this special case here the lighting for the reflection is broken..

 

..and it's fixed with the next build. Meaning that the ball<->playfield reflection finally will react "better" to the day/night slider.

Downside is that on some tables the reflection will now look a bit too dark or too bright in comparison to before..



#813 Rawnei

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Posted 06 June 2019 - 03:00 PM

seems like i cannot access the images.. shows 0 images for me..


This is completely independent from "dynamic lighting", as it's related to the already physically based point lights and environment.. And in this special case here the lighting for the reflection is broken..

 

..and it's fixed with the next build. Meaning that the ball<->playfield reflection finally will react "better" to the day/night slider.

Downside is that on some tables the reflection will now look a bit too dark or too bright in comparison to before..

 

Interesting, will try to port this to VPVR when I have some time, will this also reflect lit bulbs on the playfield?



#814 toxie

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Posted 06 June 2019 - 06:46 PM

no.. just as before, only the 'real' lights above the playfield and the envmap..



#815 Rawnei

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Posted 06 June 2019 - 06:55 PM

no.. just as before, only the 'real' lights above the playfield and the envmap..

 

Alright, good enough IMO, will be difficult to even notice on a moving ball, not worth the effort and performance impact it might possibly have. Already looks stellar with lightsources and reflection.



#816 fuzzel

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Posted 07 June 2019 - 05:44 AM

rev3720 is up:

 

- fix lighting of the reflection of the playfield on the ball

- fix playfield reflection on the ball
 



#817 Thalamus

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Posted 07 June 2019 - 12:16 PM

Maybe it is only me ? Latest 3720, bumpers has got a new and very high hit threshold. It's like bumpers doesn't work any more here.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#818 markrock76

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Posted 07 June 2019 - 12:19 PM

Was just about to post the same thing...Bumpers not working for me either.



#819 Affenkind

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Posted 07 June 2019 - 02:15 PM

in Germany the Bumpers Hit-Problem called "Kollateralschaden"

and back to rev3674 again


Edited by Affenkind, 07 June 2019 - 03:09 PM.


#820 toxie

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Posted 07 June 2019 - 04:11 PM

Damn, might most likely be due to some code cleanups that i did sporadically.. D'oh!!! :stunned:







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