Jump to content



Photo
* * * * * 18 votes

VP10 is here (beta)

VP10

  • Please log in to reply
3889 replies to this topic

#981 lio

lio

    Enthusiast

  • VIP
  • 216 posts
  • Location:Hamburg

  • Flag: Germany

  • Favorite Pinball: Theatre of Magic

Posted 23 February 2015 - 08:35 PM

What happened to "display image in editor" for the main playfield?

Seems the image is present and visible for tables that had been previously saved with that option enabled but you can't enable/disable it on new tables or tables that were imported with the image turned off,



#982 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 23 February 2015 - 09:55 PM

View > Backdrop


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#983 lio

lio

    Enthusiast

  • VIP
  • 216 posts
  • Location:Hamburg

  • Flag: Germany

  • Favorite Pinball: Theatre of Magic

Posted 23 February 2015 - 10:26 PM

View > Backdrop

 

aaaah, heureka :-)



#984 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 February 2015 - 10:14 AM

i just continued doing some optimizations, and the default table now runs at 835FPS/FullHD on my machine, MB at 290FPS/FullHD (before it was ~250)..  :)

there are some more simple optimizations on the table for today, hopefully for another few percents of performance increase..

 

as for the shadows: ambient occlusion can now be enabled instead of the old shadows OR one can manually "draw" dynamic shadows via the flasher element (at least i think it could be done, if not give us a shout). i know this is not the same, but as said earlier, we couldn't continue on using the old scheme as-is, as it was approximating objects by ellipses and stuff, which is not possible that easily anymore, now that a lot of stuff can be done with primitives.

but i guess fuzzel (or me) will figure something out over time.

 

i also have some ideas for dynamic reflections, but that might come later-on (VP10.X), i guess..


- delete unused resources

 

ohhh yess!............no

 

:tapping:  You deleted your unused resources? I thought that was an option for unused table resources, sounds - images . /cry

 

Keep forgetting to mention it but the dimensions manager for BSD isn't right. It's the same width as other B/W machines 20.5".

 

resources: it was some tiny tiny icons (that were never ever used to my knowledge) and a completely white texture.. ;)

 

BSD: thanks..

 

EDIT: but wouldn't DW and WCS also be 20.5 then?


Edited by toxie, 24 February 2015 - 10:24 AM.


#985 ClarkKent

ClarkKent

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,552 posts

  • Flag: Austria

  • Favorite Pinball: Q*Bert's Quest, Red's and Ted's Road Show, Dialed In, Big Bang Bar

Posted 24 February 2015 - 03:48 PM

Performance maybe higher with the latest beta but I still get occasional slight stutter of the ball when using 4xAA and vsync (but fps remains at 60 fps - and there is enough reserve as I get about 90 fps without vsync). Absolutely no stutter when switching off 4xAA and vsync and using 120 fps as a constant frame rate.



#986 lodger

lodger

    Board Certified Funk Master

  • Members
  • PipPipPipPip
  • 993 posts
  • Location:Altoona Pennsylvania

  • Flag: United States of America

  • Favorite Pinball: Whirlwind, TAF

Contributor

Posted 24 February 2015 - 04:03 PM

I'm having an issue with primitives moving when I switch between desktop viewing and fs- I'll move them into place, save but anytime there is a switch the locations change. You can see that in my WIP ghouls and ghosts table...is anyone else having this issue?

 

https://www.dropbox....REVIEW.rar?dl=0


berzerk2_0logo.png

http://www.vpforums....&showfile=11819

Version 2.0- Released 2/27/16


#987 Shadowsclassic

Shadowsclassic

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,449 posts
  • Location:Depauw, Indiana

  • Flag: United States of America

  • Favorite Pinball: Elvira and the Party Monsters

Posted 24 February 2015 - 04:33 PM

Okay, latest release seems a lot more stable on my machine. So far no black screens and I am getting about 60fps on the Vector Beta with AO turned off. Thanks toxie and fuzzel!

 

I still get the white squares all over the ball. They look like vector points you would use to manipulate a 3D object and they roll with the ball. Any ideas how to get rid of these?



#988 unclewilly

unclewilly

    sofa king.....

  • VIP
  • 5,173 posts
  • Location:Baltimore, Maryland

  • Flag: United States of America

  • Favorite Pinball: tz, tom, big hurt, who dunnit



Posted 24 February 2015 - 04:37 PM

White square show up when you hit f11, so you can see the actual ball spin. Press f11 and they will go away and you fps will go up slightly

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

uw2.gif


#989 Shadowsclassic

Shadowsclassic

    Pinball Fan

  • Members
  • PipPipPipPip
  • 1,449 posts
  • Location:Depauw, Indiana

  • Flag: United States of America

  • Favorite Pinball: Elvira and the Party Monsters

Posted 24 February 2015 - 05:09 PM

Thanks unclewilly, now I feel stupid!  In my defense I have been hitting the f11 key the second I launch the table and not turning it off.  I thought it was some kind of AA issue. :80:

 

Anyway, I'm getting 119fps now on JP's smurf table but MB is still slow at 27.3fps(although it still plays descent at that rate)  and now I can't seem to get Vern's world to even coin up. However before it would black screen a lot so that's certainly better.

 

It's getting better all the time.



#990 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,153 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 24 February 2015 - 06:00 PM

VW coins up with the 3 key I believe



#991 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 24 February 2015 - 06:06 PM

i just continued doing some optimizations, and the default table now runs at 835FPS/FullHD on my machine, MB at 290FPS/FullHD (before it was ~250)..  :)

there are some more simple optimizations on the table for today, hopefully for another few percents of performance increase..

 

as for the shadows: ambient occlusion can now be enabled instead of the old shadows OR one can manually "draw" dynamic shadows via the flasher element (at least i think it could be done, if not give us a shout). 

 

I'm not sure if it's been changed from VP9 to 10 but I know a few of us had tried making/drawing shadows with flasher images but the issue is that when you paint with transparent black it doesn't show up right.  If I'm not mistaken Fren made some posts a while back demonstrating his attempts at making this work and what the (undesired) effect was.



#992 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 February 2015 - 06:11 PM

Performance maybe higher with the latest beta but I still get occasional slight stutter of the ball when using 4xAA and vsync (but fps remains at 60 fps - and there is enough reserve as I get about 90 fps without vsync). Absolutely no stutter when switching off 4xAA and vsync and using 120 fps as a constant frame rate.

 

did you experiment with the max prerendered frames (0,1,2)? does it change anything?


I'm not sure if it's been changed from VP9 to 10 but I know a few of us had tried making/drawing shadows with flasher images but the issue is that when you paint with transparent black it doesn't show up right.  If I'm not mistaken Fren made some posts a while back demonstrating his attempts at making this work and what the (undesired) effect was.

 

 

The flashers have more parameters and modes now in VP10, so i would think that it should be possible, but haven't experimented with them myself yet.. The new "modulate" parameter when set to 1 should allow for this (use a dark image or color -> dark blending over the underlying elements)..



#993 freneticamnesic

freneticamnesic

    A Faint Ghost Through the Raindrops

  • VIP
  • 3,370 posts
  • Location:Portland, OR

  • Flag: United States of America

  • Favorite Pinball: Star Trek, Black Hole, AFM, Fast Draw, Tron, AMH

  • 360 Gamer Tag: sixgunsounddd

Posted 24 February 2015 - 06:16 PM

 

Performance maybe higher with the latest beta but I still get occasional slight stutter of the ball when using 4xAA and vsync (but fps remains at 60 fps - and there is enough reserve as I get about 90 fps without vsync). Absolutely no stutter when switching off 4xAA and vsync and using 120 fps as a constant frame rate.

 

did you experiment with the max prerendered frames (0,1,2)? does it change anything?


I'm not sure if it's been changed from VP9 to 10 but I know a few of us had tried making/drawing shadows with flasher images but the issue is that when you paint with transparent black it doesn't show up right.  If I'm not mistaken Fren made some posts a while back demonstrating his attempts at making this work and what the (undesired) effect was.

 

 

The flashers have more parameters and modes now in VP10, so i would think that it should be possible, but haven't experimented with them myself yet.. The new "modulate" parameter when set to 1 should allow for this (use a dark image or color -> dark blending over the underlying elements)..

 

 

Definitely will try this, ambient occlusion kills my system and I assume others as well, I'll try flasher shadows. This should work for light objects too, right? Just set the color to black and modulate 1? Then you can shape shadows on the fly, turn them off and on when light sources turn off, etc..... should be pretty workable.



#994 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 February 2015 - 06:21 PM

Exactly. This is kind of an abuse, and most certainly we will have to remove this at some point again (as soon as lights are fully featured like in unit3d pinball), but i guess for the first couple of VP10 releases it should stay like this.



#995 dark

dark

    3D model-man

  • VIP
  • 1,936 posts
  • Location:Toronto

  • Flag: Canada

  • Favorite Pinball: Star Wars, AbraCadaBra,MB, LAH,JPark...too many to choose!

Contributor

Posted 24 February 2015 - 06:29 PM

Flasher shadows! Cool!

I look forward to the day when we see dynamic lighting in VP.  It would also be cool to have a reflective metal material in future so that wire ramps can reflect nearby lights.



#996 mpad

mpad

    Enthusiast

  • Members
  • PipPipPip
  • 335 posts

  • Flag: Germany

  • Favorite Pinball: AFM, TOM; Timeshock (!), Secrets of the Deep (fx2)

Posted 24 February 2015 - 08:44 PM

get 240 on papa smurf and 130 on monster bash. nice.

 

everything maxed out: 32x csaa... max prerendered frames =1, adaptive vsync (all set in nvidia cp)

 

medium sys specs (I guess): win 7 64, 4gb, corei5 2500k, 560ti 1gb, ssd


Edited by mpad, 24 February 2015 - 08:47 PM.


#997 chepas

chepas

    t.me/horsepin

  • Members
  • PipPipPipPip
  • 1,966 posts

  • Flag: ---------

  • Favorite Pinball: BSD, Tr0n, SW:Stern

Posted 24 February 2015 - 09:06 PM



BSD: thanks..

 

EDIT: but wouldn't DW and WCS also be 20.5 then?

 

Not sure about those, but have pictures of a BSD lined up against TAF.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#998 gtxjoe

gtxjoe

    VPF Veteran

  • VIP
  • 5,153 posts

  • Flag: United States of America

  • Favorite Pinball: Medieval Madness, AbraCadabra



Contributor

Posted 25 February 2015 - 02:43 AM

Regarding target shadows, here is a demo table that shows off approaches to do dynamic target shadows

 

On the left is using lights to try and create shadows.  Con:  Doesn't work because lights can only brighten an image, not darken it. Pro: Lights have nice falloff feature

On the right is using flashers to try and create shadows.  Pro:  Flashers have multiply alpha blend which allows you to darken images.  Con:  Flashers do not have a nice falloff feature

 

So, is it possible to add multiply blend option to lights or add falloff  feature to Flashers

 

Attached File  shadows.zip   4.61MB   6 downloads

 

 

shadows0.jpg


Edited by gtxjoe, 25 February 2015 - 02:52 AM.


#999 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 25 February 2015 - 03:57 AM

Perhaps what is needed is another full screen graphic, with smooth shadows drawn on it, then the flasher shadows could pick that up. At any rate I think they need to be more subtle.



#1000 Shockman

Shockman

    Pinball Fan

  • VIP
  • 1,717 posts
  • Location:Portland Or.

  • Flag: United States of America

  • Favorite Pinball: Star Trek

Posted 25 February 2015 - 04:49 AM

This is simply a wall. It has a dark image and opacity80 material. 

 

A flasher would probably work the same. I have not tried flashers yet.

 

The wall is set to drop when the light goes out.

 

opacity70 or maybe 65 would probably be better.

 

http://vpforums.org/...t/75/shadow.png


Edited by Shockman, 25 February 2015 - 05:53 AM.






Also tagged with one or more of these keywords: VP10