I think it's Enter, but I will have to double check.
*edit* Yeah, it's enter to go back to the table.
Edited by Drybonz, 08 November 2016 - 07:08 PM.
Posted 08 November 2016 - 06:51 PM
Sorry guys. Is there something to do regarding the invisible ramps mentionned earlier?
Posted 08 November 2016 - 10:31 PM
Everybody can now measure themselves what delay one gets, by flipping (only) the left flipper. This will show only the internal delay though, e.g. the point where we first read out the key down event is the start, and then until we get the notification to make the flipper rotate and then again until the flipper reaches the EOS/end angle.
On top of that there is of course still the USB input delay, and until we first catch the key down, plus afterwards the gfx driver buffering and the TV/monitor latency.
Edited by Ben Logan, 08 November 2016 - 11:37 PM.
Posted 08 November 2016 - 11:02 PM
What issue do you referring to?
Posts 804 and 805.
Posted 09 November 2016 - 05:57 AM
I'm averaging between 2 and 18ms. Most left flips seem to register somewhere around 9 ms on my machine. Thanks for implementing this measurement tool, Toxie.
Haven't noticed an any audio stutter so far, but have only tested with BK2K and BOP.
EDIT: Latency depends upon table on my machine. On a few other tables I tested I'm seeing higher averages: between 5 and 24ms.
I don't know if you're using my VPM tweaks or not, but I've only enabled fast flipper return for WPC and S** tables. Other platforms probably still only return solenoid activity on VBLANK intervals (potentially adding up to 7ms of latency, on top of the ROM's inherent latency).
Edited by DJRobX, 09 November 2016 - 05:58 AM.
Posted 09 November 2016 - 06:35 PM
Thanks Kiwi!
@Fuzzel,
Sorry, I can't say when it started on my side.. I think the previous version I had was 2 weeks old.
Posted 09 November 2016 - 10:45 PM
I have a bumper cap that is more transparent than it should be, rev 2842 to the left, and to the right VP10.1.
In full screen mode the problem is not there.
Thanks
This start in the rev 2720.
Hmm 2720 was one of the changes I did to add the ring material to the bumper. On what table do you see that behavior? I can't see any bugs in the bumper code but it could be some special material setting that triggers it.
Posted 09 November 2016 - 11:58 PM
Believe to be on the latest and greatest. Getting bad sound on T2. Never heard Arnold studder that much before ![]()
"... gate secured-cured."
Had some really bad noise once while shooting the canon. Almost static like. Volume for rom was set to 10.
Once you get the speed up on the airplane targets from launch I seem to notice some small studder as well, don't know if it is related.
Fn - MD5 :
PinMame.exe 547858DF93102D62CA01473A68377ADE
VPinMame.dll 84C0AF0714ACBCB72886824C64DDCFE1 ( released today, but, had same problem earlier today on older version )
VPinballx.exe 6A2EAB653188311DD6B151289A32DE09
Haven't played T2 in a while.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 10 November 2016 - 12:35 AM
Believe to be on the latest and greatest. Getting bad sound on T2. Never heard Arnold studder that much before
"... gate secured-cured."
Had some really bad noise once while shooting the canon. Almost static like. Volume for rom was set to 10.
Once you get the speed up on the airplane targets from launch I seem to notice some small studder as well, don't know if it is related.
Fn - MD5 :
PinMame.exe 547858DF93102D62CA01473A68377ADE
VPinMame.dll 84C0AF0714ACBCB72886824C64DDCFE1 ( released today, but, had same problem earlier today on older version )
VPinballx.exe 6A2EAB653188311DD6B151289A32DE09
Haven't played T2 in a while.
Went back to 2820 - no issues.
Switched back again to 2846. Played 2*4 player games - no problems.
- The airplane target is slightly noticeable on both versions. So, that was probably me being very aware, trying to find issues.
No boot between the changes - only vpinball.exe renamed between these tests.
Hate problems that don't make any sense :-)
Edited by Thalamus, 10 November 2016 - 12:41 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
Posted 10 November 2016 - 03:26 AM
Latest build break Bugs Bunny Birthday Ball 1.1. Won't load. VP stops working and must be closed. Got the slightest bit of audio stutter with Bad Cats as well. Otherwise most recent build is running well with DJRobX's most recent vpinmame. Thanks, guys.
EDIT: On a few tables (downloaded from one of the other sites) ball drains are not recognized. Also, more audio stutter.
Edited by Ben Logan, 10 November 2016 - 04:17 AM.
Posted 10 November 2016 - 04:21 AM
Latest build break Bugs Bunny Birthday Ball 1.1. Won't load. VP stops working and must be closed. Got the slightest bit of audio stutter with Bad Cats as well. Otherwise most recent build is running well with DJRobX's most recent vpinmame. Thanks, guys.
EDIT: On a few tables (downloaded from one of the other sites) ball drains are not recognized. Also, more audio stutter.
What a maroon. ![]()
Yall broke my table. LOL
I am currently working on an update so I will factor this issue in before release. If it can be determined what needs to be fixed, I would greratly appreciate it.
My VP Pincab /MAME Arcade Specs: Dell T3400 workstation with Core2 Quad core 3.0GHZ (Q9650) CPU - 8GB of RAM - Nvidia GTX 970
40" PF Sony gaming LED TV, Dual 21" Dell monitors in the backbox - Pinscape dual boards - Full DOF - Full MAME arcade support.
Posted 10 November 2016 - 09:30 AM
Latest build break Bugs Bunny Birthday Ball 1.1. Won't load. VP stops working and must be closed. Got the slightest bit of audio stutter with Bad Cats as well. Otherwise most recent build is running well with DJRobX's most recent vpinmame. Thanks, guys.
EDIT: On a few tables (downloaded from one of the other sites) ball drains are not recognized. Also, more audio stutter.
Hmhh, strange, BBBB works like a charm here (v2846, latest DJRobX PinMame, DOFR3)
Edited by GInsonic, 10 November 2016 - 09:31 AM.
Posted 10 November 2016 - 12:38 PM
Okay, done that. The VP<->VPM rountrip time should still be the same though, as it boils down to just checking/pushing the key events often enough.
The new timer mode (interval = -1) can now also be safely used by table script code: it will be triggered exactly once per frame, directly before rendering, so this can be used for all things that are only interesting for 'visibility' to the player.
As for the stuttery sound: I fear that this was caused by DJRobX's changes to the VPM part. So this needs some retweaking.
Posted 10 November 2016 - 04:52 PM
I have a bumper cap that is more transparent than it should be, rev 2842 to the left, and to the right VP10.1.
In full screen mode the problem is not there.
Thanks
This start in the rev 2720.
Hmm 2720 was one of the changes I did to add the ring material to the bumper. On what table do you see that behavior? I can't see any bugs in the bumper code but it could be some special material setting that triggers it.
Sorry, false alarm, the new base of the bumper is more visible because it is more bright,
when I compared the DT with FS, the decal above the cap has confused my mind
.
Posted 10 November 2016 - 04:59 PM
I have a bumper cap that is more transparent than it should be, rev 2842 to the left, and to the right VP10.1.
In full screen mode the problem is not there.
Thanks
This start in the rev 2720.
Hmm 2720 was one of the changes I did to add the ring material to the bumper. On what table do you see that behavior? I can't see any bugs in the bumper code but it could be some special material setting that triggers it.
Sorry, false alarm, the new base of the bumper is more visible because it is more bright,
when I compared the DT with FS, the decal above the cap has confused my mind
.
no problem ![]()
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