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The VP 10.5 beta thread


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#921 randr

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Posted 30 July 2018 - 01:11 AM

Thanks to all the guys that put all the work into this latest 10.5 release. 


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#922 wrd1972

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Posted 30 July 2018 - 02:09 AM

Wohoo. thanks devs. You guys seriously rock!!!


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#923 jesperpark

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Posted 30 July 2018 - 02:58 AM

Awesome work everyone. Thanks to all the Devs that worked so tirelessly!!!

Now is everyone taking the summer off? :)

#924 bord

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Posted 30 July 2018 - 03:30 AM

10.5 is terrific. Thank you!

Moving forward is there any plan for a new graphic engine or do we have to wait until after 10.9? 3D lighting and reflections are my biggest wish list items as VP continues to improve, both for aesthetics and ease of building for authors. So much build time seems to go into prerendering graphics in other software.

#925 toxie

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Posted 30 July 2018 - 07:08 AM

There is currently a LOT of traction in the 3D rendering world, so at some point we will (have to) do a new engine i guess.. But it will be quite some work..



#926 Schlabber34

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Posted 30 July 2018 - 10:10 AM

Thanks for all the hard work you guys put into this! 10.5 is a huge leap over 10.4.

 

@toxie:

 

Any news about that ray trace renderer that you were mentioning a couple of months ago?



#927 Rawnei

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Posted 30 July 2018 - 11:12 AM

Thanks!



#928 fuzzel

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Posted 30 July 2018 - 11:20 AM

lol. Expect this in VP12 :D

Thanks for all the hard work you guys put into this! 10.5 is a huge leap over 10.4.
 
@toxie:
 
Any news about that ray trace renderer that you were mentioning a couple of months ago?



#929 Schlabber34

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Posted 30 July 2018 - 11:53 AM

Yes, i know. Just wanted to know if this engine made a step forward or if 12 is still to early!

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#930 toxie

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Posted 30 July 2018 - 03:38 PM

The future is ray tracing, that's for sure.. (but that comes from someone who does that professionally and drives it with passion since >10 years  ;))

 

The most tedious step will be to switch from DX9 to something newer (i.e. DX12 (https://devblogs.nvi...tx-ray-tracing/) or Vulkan) to make use of that in the future, and that requires a LOT more code, testing and performance fiddling, as one has to do much more stuff on ones own, where the DX9 driver/API helped with before with internal heuristics and optimized code. And that requires continuous work (i.e. lots of continuous spare time  :/).

 

Plus hardware has to become much faster to make it ready for tracing/sampling everything at good quality, otherwise one just has a blurry mess due to necessary noise filtering. So the visual benefits of ray tracing would vanish again (IMHO).

I hate filtering by heart, that's for example why the Ambient Occlusion in VPX is also almost not filtered, which makes it a bit more expensive but much better looking than what current games ship, even at high quality settings.


Edited by toxie, 30 July 2018 - 03:46 PM.


#931 Ben Logan

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Posted 31 July 2018 - 04:48 AM

Thank you Toxie and Fuzzel for countless hours of development. You guys are amazing.

#932 Drybonz

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Posted 31 July 2018 - 08:29 AM

I'm sure you guys don't remember this, but I mentioned some problems I was having with weird, white artifacts on my ball images.  It turns out it is related to the "overwrite ball image" option in the preferences.  

 

More discussion here:  https://www.vpforums...672#entry410856



#933 Pin-Pete

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Posted 31 July 2018 - 12:01 PM

Thanks for everyone in dev team for 10.5. Now waiting patiently for 10.6. :D


Edited by Pin-Pete, 01 August 2018 - 08:54 PM.

Greetings:Petri


#934 jpsalas

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Posted 31 July 2018 - 12:08 PM

... Now waiting patiently for 10.6. :D

What? Isn't VPX 10.5 finished? ;) I should like to wait for VP12 :D


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#935 toxie

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Posted 31 July 2018 - 02:38 PM

Hehe.. 10.6 first.. and then we have 10.7, 10.8, 10.9 still left..   ;)


I'm sure you guys don't remember this, but I mentioned some problems I was having with weird, white artifacts on my ball images.  It turns out it is related to the "overwrite ball image" option in the preferences.  

 

More discussion here:  https://www.vpforums...672#entry410856

 

Okay, i'll have a look.. Thanks for pointing there..



#936 toxie

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Posted 31 July 2018 - 10:24 PM

@Fuzzel: Can you maybe have a look at this, too? It's driving me nuts at the moment to not find any clue at all, and i think you implemented the overwrite ball image code back then?



#937 fuzzel

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Posted 01 August 2018 - 06:28 AM

@Fuzzel: Can you maybe have a look at this, too? It's driving me nuts at the moment to not find any clue at all, and i think you implemented the overwrite ball image code back then?

Sure.

#938 Rawnei

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Posted 01 August 2018 - 11:59 PM

 

 

First things first,

@Rawnei AMD or NVIDIA?

Does your monitor/video card support this mode natively in portrait?  or are you making custom resolutions?

 

@toxie Does DX9 support screen resolutions in portrait in ~4K? do you know off hand?

 

 

Nvidia, native support, I have no custom resolutions.

 

 

 

Hey mates,

 

Late for 10.5 but maybe change it in 10.6. :)

 

I cloned the source to a local repo and found the fix and tested that it works, the order of portrait resolutions in the list is important.

 

VideoOptionsDialog Old:

         const int portrait_modes_width[num_portrait_modes] =  { 720, 720, 1024, 768, 800, 900, 900,1050,1050,1080,1200,1440,1600,2160,1440};
         const int portrait_modes_height[num_portrait_modes] = {1024,1280, 1280,1366,1280,1440,1600,1600,1680,1920,1920,2560,2560,3840,3440};

VideoOptionsDialog New:

         const int portrait_modes_width[num_portrait_modes] =  { 720, 720, 1024, 768, 800, 900, 900,1050,1050,1080,1200,1440,1440,1600,2160};
         const int portrait_modes_height[num_portrait_modes] = {1024,1280, 1280,1366,1280,1440,1600,1600,1680,1920,1920,2560,3440,2560,3840};

This will add 1440x3440 to options.

 

p.s. it's 2am I couldn't sleep so I didn't want to mess around with the sourceforge repo right now but I can contribute small stuff like this if wanted. :)


Edited by Rawnei, 02 August 2018 - 12:04 AM.


#939 toxie

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Posted 02 August 2018 - 06:47 PM

Thats very weird! I'll add your change, THANKS!



#940 DJRobX

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Posted 02 August 2018 - 09:31 PM

 

p.s. it's 2am I couldn't sleep so I didn't want to mess around with the sourceforge repo right now but I can contribute small stuff like this if wanted. :)

 

 

Toxie is super great about integrating changes.    He misses nothing.  :)    It's probably easiest to publish your changes to your own public git or SVN repository.   Then it's easy for someone with write access to see and merge your changes into the official repo.