Could someone paste a screen shot of their nvidia 3d settings and VP9 DX9 video settings they use?
Thanks
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Yes, good idea. I would be interested in too.
First of all thanks a lot to all of you guys for the great improvements which you have brought to
VP during the last months.
I don't want to be ignorant, but I was under the impression the look of the tables would improve significantly with DX9, but as fas as I can recognize it is "just" a port to the newer DX verison. I assume what I'm looking for is more the AA part to get all those ramps, rails and flippers less stepped.
Most probably my setting are far away from optimum, but all combinations I tried so far resulted in being even more worse or crashes or error messages.
A hint for a good combination of
VP setting and NVidia settings would very much appreciated.
Unfortunately such magic doesn't happen by itself, we'll have to work on providing new features to improve the graphical quality, and table authors will have to learn how to work with them. DX9 just gives us the technological base on which to build these new features.
However, if all you're looking for is better antialiasing to reduce the jaggies: the FXAA in VP itself still seems to be buggy for many people, but you can force FXAA on in the NVidia control panel (if you have an NVidia card; I'm sure ATI has something equivalent) and it seems to work very well for many people.
Defender table - http://www.vpforums....s&showfile=8791
win7x64 gtx660
All items below can be fixed at table level. Main concern is item 1- the image decal has a minimum clearance for items placed on top of it. This should addressed or documented somewhere in the table editor to avoid confusion/frustration for authors
1) Image decal (wood texture on side rails) used on surface 53h(height of 53.2) is showing on top of Plastics (ramp) with height of 55. (Screw has sufficient height to be displayed - Edit: The screws won't have sufficient height, if I raise the plastic height, hmmm, I think I will not use the decal for this purpose any longer. I think I recall that someone suggested use of ramps for this...)
Fix: Set plastics elements (plasticsOff and plasticsOn) height to 58.
Decals probably behave this way so they are not masked by light inserts placed below, but this causes side effect of objects above decals need to be at minimum height above the decal. Maybe in the Decal Options window add a comment that decals have a minimum height of X if it is final implementation

2) Black light insert issue like other tables.
Fix: Set pf and pf_on image transparency to black fixes light insert issue.
3) Fixing black insert issue causes side effect, because the playfield contains pure black also, this causes background of table to show through
Fix: Make a copy of the pf.png image. It is currently used for table image and PFGI light off image. Need to make these independent. Export pf.png. Make copy called pfbase.png. Import pfbase.png (transparency set to neon green). Change Table image to pfbase.png
1) Sorry about this, I forgot to adjust the decal depth bias values after the depth buffer fix. The clearance needed should be much lower in the next release, I hope this fixes your issue.
2/3) Yes, that's the proper fix. I'm surprised you didn't get these background shining through problems in earlier VP versions, but JF already explained you how to fix it. Another approach instead of using 2/2/2 as a non-transparent black is to use a true alpha channel in your texture and set the transparency color to something unused.
The halos in TAF VP 9.2 Gold FS mod seem to be stuck overly bright.
Table:
http://www.vpforums....s&showfile=8638
Rocky & Bullwinkle still has flickering elements in the upper left, and a blinking pinball. Updated spreadsheet to include these.
TAF: I don't know, might it be an ordering issue? Will check when I have time.
R&B: As far as I remember, that table had AA/FXAA forced on in its per-table settings. I don't know why we actually have these as per-table settings, but you'll want to set these to -1 to pick up the global defaults.
Same fix (per-table AA) applies to Champion Pub!
I have noticed that on most every game with a kickout hole.
The ball gets cut in half just like you pictured.
Totally forgot to mention it.
That's a known issue (well, to me at least
), and it happens universally regardless of video card and settings. I think I mentioned something to that effect in the release where I fixed kickers from all-out terrible (showing through other table elements) to only mildly terrible (cutting balls in half), but it was several releases back, so I don't blame anyone for missing it. I know why it happens but I still haven't worked out how best to fix it. But it will be fixed at some point, so I recommend not using any workarounds at this point unless you really need your table to be perfect in the DX9 renderer RIGHT NOW.
Edited by mukuste, 01 March 2014 - 08:11 PM.