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VP10 table testing - available right here!


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#941 freneticamnesic

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Posted 08 June 2015 - 04:58 AM

2nd Update:

 

I copied over the vpinmame.dll and reran setup again, and the problem is gone!

 

This was a vpinmame error????? how??? What??? that's pretty bizarre.........................


 

rebuilding my fast draw reflections mod in vp10
used the export obj and mirrored everything in blender, much faster than the previous method! this should take too long to finish up. still need to adjust lighting and add the script in

That's cool. How did that work? Semi transparent playfield?
-Mike

 

 

well I had hoped I could have a transparent PF natively but had to make the PF transparent and use a primitive for the PF image, set that PF image to about 90% opacity. Then imported the mirrored objects. I'd used this method before in vp9 for oxo and fast draw, but the lighting in vp10 should make this one pop real good



#942 hauntfreaks

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Posted 08 June 2015 - 05:08 AM

 

 

 

 

Weird,  I had issues with that early on in my conversion, but not for a while.  Click wall59 (the apron)  and choose Top Visible and uncheck it..  what happens to the balls when you start the game?  do they pile up or?  When the table loads its supposed to create 3 balls and kick them to the first three kickers..  then when the game starts it kicks the first ball the the plunger lane and advances the others..

 

 

got it to work, with these settings.... they made it work for me.... the balls were bouncing from kicker to kicker back and forth

17965850734_f627a9f2e1_b.jpg


rebuilding my fast draw reflections mod in vp10

used the export obj and mirrored everything in blender, much faster than the previous method! this should take too long to finish up. still need to adjust lighting and add the script in

0iWFyal.jpg

 

I love the vp9 one.... cant wait for the VPX!!


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#943 hauntfreaks

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Posted 08 June 2015 - 06:04 AM

Here is a link to my Black Hole table.  Still definitely a beta.  I figure most of the top script options don't work.  But it should be fully playable as is.  I'm open to opinions on physics and lighting and whatnot.  I'm also interested to see what the table looks like on others systems.  Desktop and full screen look different on all of my computers..  I'm guess it has to do with them all running at different resolutions.  Bonus display also seems to act a little funny.  The numbers do not always look right??  

 

https://www.dropbox....X beta.vpx?dl=0

 

just plays a couple games... it looks great and plays great also... the only thing I felt was that the flippers have a little to much friction, you can see this in the video... the ball stops halfway down the flipper at times... but thats about it.... I have never played the real one, so i can only have an opinion on how i would think it would play.... thanks for a great table


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#944 freneticamnesic

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Posted 08 June 2015 - 06:44 AM

This is why I love VPX.... with just the objects available to you in the editor, you can get intense lighting effects

left side, all lights off, right side all lights on

aoo3g5p.jpg



#945 The Loafer

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Posted 08 June 2015 - 10:41 AM

That looks great Fren. Btw, I do think the eyes of your new avatar ensures I don't fall asleep on the job today. Brrrrrr!

#946 BigBoss

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Posted 08 June 2015 - 11:36 AM

if I use my regular setting 120 fps with max rendered frames 0,

The max prerendered frames = 0 should use driver default rather than being actually 0. Driver default I think is 3 which is a decent amount of input lag (about 25ms at 120fps). I suggest max prerendered frames =1 which is the lowest input lag possible.

#947 ClarkKent

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Posted 08 June 2015 - 12:25 PM

Let's try that - but a friend also mentioned the extreme loss of fps after a while playing. And he also reported problems with Windows itself after that problem occurred. As he has a totally different hardware base I think there is something wrong with VPX or the scripts. No idea what it is. This was never the case with older versions...



#948 toxie

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Posted 08 June 2015 - 02:15 PM

 

if I use my regular setting 120 fps with max rendered frames 0,

The max prerendered frames = 0 should use driver default rather than being actually 0. Driver default I think is 3 which is a decent amount of input lag (about 25ms at 120fps). I suggest max prerendered frames =1 which is the lowest input lag possible.

 

 

setting it to 0 actually lets the driver do whatever it think is best (including the stuff you can set in the gfx control panel of course).

1 is usually not recommended because it will interfere too much with internal driver pipeline optimizations (which means that you reduce the amount of buffered frames, but each of the frames will take longer, so overall more lag), so usually 2 or 3 works best (with VP9, but not with VP10, as there at least my experiments on three different NVIDIA based systems showed that 0 worked best).


Let's try that - but a friend also mentioned the extreme loss of fps after a while playing. And he also reported problems with Windows itself after that problem occurred. As he has a totally different hardware base I think there is something wrong with VPX or the scripts. No idea what it is. This was never the case with older versions...

 

VPX also uses your GFX card and CPU much more, at least on the average (as we have less gfx pipeline hickups than with VP9).

 

So maybe just have a tool installed that shows you the core temperatures of both CPU and GPU. Maybe one of them gets too high after a while (or maybe even your power supply, i saw that also quite a lot already in professional systems that use the GPU a lot).



#949 ClarkKent

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Posted 08 June 2015 - 02:34 PM

That's all possible - but all in all this NEVER happened before with VPX betas. But maybe Kingpin is THAT demanding. As I already told - this happens at a friend's cab, too - on a not finished table without lighting. So I do not know if there is something going on...



#950 toxie

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Posted 08 June 2015 - 02:47 PM

could you still please check the temperatures? cause it really sounds like this could be the reason, especially with windows also acting weird afterwards..


Edited by toxie, 08 June 2015 - 02:47 PM.


#951 Trinity

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Posted 08 June 2015 - 03:21 PM

Did Chepas complete the Jaws Vp10 ?



#952 freneticamnesic

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Posted 08 June 2015 - 03:49 PM

That's all possible - but all in all this NEVER happened before with VPX betas. But maybe Kingpin is THAT demanding. As I already told - this happens at a friend's cab, too - on a not finished table without lighting. So I do not know if there is something going on...

change the lampshader setting at the top of the script to 0 and let me know if your lag continues



#953 ClarkKent

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Posted 08 June 2015 - 04:04 PM

could you still please check the temperatures? cause it really sounds like this could be the reason, especially with windows also acting weird afterwards..

I can check - which program to display temps do you recommend? But nevertheless I can not imagine that this has to do something with that - I played very demanding tables over time but never ever experienced such strange behavior. And as I told you - a friend is building a new table for VPX and experienced the same strange behavior - on a table without lighting and without a script.

That's all possible - but all in all this NEVER happened before with VPX betas. But maybe Kingpin is THAT demanding. As I already told - this happens at a friend's cab, too - on a not finished table without lighting. So I do not know if there is something going on...

change the lampshader setting at the top of the script to 0 and let me know if your lag continues
I'll try that. But it will take some time before I'll find the time to play for half an hour... ;)

Edited by ClarkKent, 08 June 2015 - 04:04 PM.


#954 gigalula

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Posted 08 June 2015 - 04:13 PM

I use "GPU temp" that use lower process and so far for all my NVidia card seem to work flawlessly

 

http://www.gputemp.com/



#955 RYSr

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Posted 08 June 2015 - 04:40 PM

 

2nd Update:

 

I copied over the vpinmame.dll and reran setup again, and the problem is gone!

 

This was a vpinmame error????? how??? What??? that's pretty bizarre.........................

 ------------------------------------------------------------------------------------------------------------------------------

That's my thought as well, that's why it was the last thing I tried.

What happened was in an earlier thread back on June 1st it was suggested to use the latest  VPM from this site to get the lighting on Kingpin to work properly. I was using anagram's  2.05 unified version at the time. Then I downloaded the suggested VPM from the link provided and tried it and seen no difference. Then I decided to put the unified version back, however I had a version 2.06 in the directory as well and figured I would use the newer one. That one cause the problem. I downloaded the latest unified  2.12 and tried that and that one works OK also.

I even reloaded the VPX ver 2023 and it worked but the ball wouldn't shoot on the 2nd ball. Turned out I forgot to copy over the fixed core.dll, after that all was working as it should.....

Rich

 


Edited by RYSr, 08 June 2015 - 06:43 PM.


#956 ClarkKent

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Posted 08 June 2015 - 04:57 PM

I also thought this but I installed the latest VPX with the VBS included in this release. But with the latest version it got worse - it takes up to 10 seconds to see a reaction of the kickers in Kinpin. I really do not know anymore to do now. Even more weird. Maybe VPinMAME is the troublemaker?

#957 RYSr

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Posted 08 June 2015 - 06:42 PM

Clark,

Did you download the fixed version of the core.vbs file and copy it over the one in the latest VPX release. KIwi has a link posted in thread #928. This fixes the kicker problem that's causing the second ball not to shoot. The top saucer in the. Latest release of TAF also doesn't release the ball unless you use the fixed version of the core.vbs...

I believe the devs plan to update it in the next release.

 

Note:

I just read the vpx Bata thread and vpx ver 2044 which includes the fixed core.vbs was released today...


Edited by RYSr, 08 June 2015 - 06:58 PM.


#958 ClarkKent

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Posted 08 June 2015 - 07:45 PM

I installed the latest core.vbs. I think it's not related to the scripts or PinMAME. I think it's a bug in VPX as with older versions I never had this strange behavior. By the way - I used GPUtemp and the highest value was 54 degrees celsius, so this can not be a problem.



#959 BigBoss

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Posted 08 June 2015 - 08:56 PM

 
 
setting it to 0 actually lets the driver do whatever it think is best (including the stuff you can set in the gfx control panel of course).
1 is usually not recommended because it will interfere too much with internal driver pipeline optimizations (which means that you reduce the amount of buffered frames, but each of the frames will take longer, so overall more lag), so usually 2 or 3 works best

If your gpu is fast enough then you can maintain fast enough frame rate at 1. A $125 750ti is fast enough and I consider that minimum requirement anyway. The setting of 2 allows a frame to be buffered before drawn and may increase over all frame rate. But at 60fps vsync, this adds a 16.6 ms lag in every flip. In a pinball game I consider this unplayable. A setting of 3 adds 33 ms of lag and is extremely noticeable by an average person. Setting max prerendered frames to 1 is the most important setting in a pinball cabinet, in my opinion - across all simulations not just vp.

Edited by BigBoss, 08 June 2015 - 08:59 PM.


#960 hauntfreaks

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Posted 08 June 2015 - 09:10 PM

 

 
 
setting it to 0 actually lets the driver do whatever it think is best (including the stuff you can set in the gfx control panel of course).
1 is usually not recommended because it will interfere too much with internal driver pipeline optimizations (which means that you reduce the amount of buffered frames, but each of the frames will take longer, so overall more lag), so usually 2 or 3 works best

If your gpu is fast enough then you can maintain fast enough frame rate at 1. A $125 750ti is fast enough and I consider that minimum requirement anyway. The setting of 2 allows a frame to be buffered before drawn and may increase over all frame rate. But at 60fps vsync, this adds a 16.6 ms lag in every flip. In a pinball game I consider this unplayable. A setting of 3 adds 33 ms of lag and is extremely noticeable by an average person. Setting max prerendered frames to 1 is the most important setting in a pinball cabinet, in my opinion - across all simulations not just vp.

 

 

BigBoss... the "Setting max prerendered frames to 1" should that setting be in both the driver and in VP?


Edited by hauntfreaks, 08 June 2015 - 09:12 PM.

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