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1353 replies to this topic
#983
Posted 05 December 2016 - 05:56 PM
I haven't intentionally hijacked the conversation.
I did tests and reported the results.
I thought that was the idea behind the beta testing to be honest. I'm sorry it is my mistake. I will keep my nose out in future.
Thanks for ll the hard work.
You can't take it with you so you might as well waste it on pinball!
#984
Posted 05 December 2016 - 06:45 PM
Mirkin, there's a huge flipper lag thread already in progress... http://www.vpforums....6111&hl=flipper
#985
Posted 05 December 2016 - 09:24 PM
I was kind of trying to make the point that changing the CPU had massive implications on the way the game runs and that might be something that is worth considering.
That was all, but like I said I'll keep my opinions to myself from now on.
Thanks for pointing me to the lag thread.
You can't take it with you so you might as well waste it on pinball!
#986
Posted 05 December 2016 - 10:24 PM
is it possible to have the VPM options and switches options, etc appear on top of the playfield in fullscreen as well? The problem I run into is that when I bring up the VPM options (or get an error dialog... anything like that) the dialog box is trapped behind the fullscreen playfield and I can't alt tab to it, so I have to force close VP.
Not really. This is exactly why we have that strange new "Hold ESC to quit" thing when True Fullscreen is on, as VP (and by extension, VPM) can no longer open a dialog box. It's inconvenient but the process has to be to get the table working the way you want it in windowed fullscreen, then use Exclusive Fullscreen for regular play. Any dialog is going to mean "game over". A lot of us use a batch file to switch between modes, so that when we're using PinballX Game Manager or PBX recorder, it's in Windowed Fullscreen, but True Fullscreen when we actually launch tables in PinballX.
Maybe we could make a command line switch to turn on true fullscreen so people wouldn't have to resort to registry tricks to use Exclusive Fullscreen only from inside PinballX?
Edited by DJRobX, 05 December 2016 - 10:34 PM.
#987
Posted 05 December 2016 - 10:40 PM
I was kind of trying to make the point that changing the CPU had massive implications on the way the game runs and that might be something that is worth considering.
That was all, but like I said I'll keep my opinions to myself from now on.
Thanks for pointing me to the lag thread.
You're reporting good info. I just think what you're reporting just involves lots of different things, so a separate topic might be a better place to start. Sound problems are more likely to be VPM than VP, for instance. I had a bit of a similar experience myself when I upgraded my CPU to an i7. The weirdest things would affect it too. Upgrading to Windows 10 seems to have made the biggest improvement for some unknown reason, now everything seems to just work like it's supposed to again.
#988
Posted 05 December 2016 - 10:58 PM
Mirkin, I don't want you to shut up here. Observations are always welcome but as long as it belongs to VP 10.2. It sounds for me that you have more a personal issue with your setup and it doesn't really belongs to only VP 10.2. This thread is really long already so better to stick to the topic and open another thread for other discussions.
#989
Posted 06 December 2016 - 01:02 AM
is it possible to have the VPM options and switches options, etc appear on top of the playfield in fullscreen as well? The problem I run into is that when I bring up the VPM options (or get an error dialog... anything like that) the dialog box is trapped behind the fullscreen playfield and I can't alt tab to it, so I have to force close VP.
Not really..... Maybe we could make a command line switch to turn on true fullscreen so people wouldn't have to resort to registry tricks to use Exclusive Fullscreen only from inside PinballX?
Yeah, I figured if it was possible you guys would have already done it, but thought I would ask anyway. A command line switch would be perfect so we could just set up two shortcuts and start in whichever mode we like... or start in fullscreen for PBX and windowed for table building and testing.
#992
Posted 07 December 2016 - 07:07 PM
rev2859 is up:
- add -Help (displays all command line parameters) and -DisableTrueFullscreen (force disables/overrides the true fullscreen video preference) to command line
- have (undefd) non-dinput path for keyboard and also fix some of the DIK<->VK key mapping
- fix deletion of materials
#993
Posted 07 December 2016 - 07:12 PM
I would like to give some feedback.
Since we got these nice new dimmable lights, I had some ball stutter on a few tables which are using this new feature for the flashers.
The best example and my test table for this was scared stiff. The red flashers had influence of the ball smoothness, very noticeable during boogie mode (all flashers flashing) and also a bit during multiball. As I had no stutter issues before I started with tweaking the settings..........
The VPX beta changelog says that due to a change in the programm or something, it might be worth to experiment again withe the maximum pre-rendered frames. I changed the maximum pre-rendered frames within VPX beta to "2" and within the Nvidia control panel to "application controlled", and all "new flashlight" stutter problems were completely gone.
Without any bad side effect for performance or input lag! I did a lot of testing and comparing today.
It's strange somehow, I myself have always said it should be set to 1. But that's just the current experience I made.
Thought that could be interesting for you VPX / VPM developer, or player with a similar flasher issue.
Specs: 3 screen cab, I5 Skylake, 8GB, GTX 960 4GB
Edited by Mark70, 07 December 2016 - 11:39 PM.
#994
Posted 08 December 2016 - 01:38 AM
Great find Mark70. Today, the monitor I've planned to use as main PF for arrived. I was quite happy to learn that 1080p was not a problem @ 60hz. I cranked it up to 4k and I noticed micro lags. It was still not a real issue playing, just slightly annoying. What an amazing picture it was at this resolution. My jaw was down on the floor. I took a break and found your post. Decided to give it a go. The few tables I did try before that had slight issues was to my surprise now running silky smooth.
I managed to find a few tables that these settings didn't work well for. But, I haven't had time to test these without your settings or if there are other adjustments that can be done. It will have to wait until tomorrow.
Thank you very much for sharing.
Edited by Thalamus, 08 December 2016 - 01:38 AM.
From now on. I won't help anyone here at VPF. Please ask Noah why that is.
#995
Posted 08 December 2016 - 05:09 AM
Pre-rendered frames are a trade-off between input lag and speed... so you can raise or lower the number to suit your system. Pre-rendered 1 is often recommended for gaming to get the least input lag... but if you are getting superior performance at 2 without a noticeable change in input lag, then go for it. ![]()
#996
Posted 08 December 2016 - 10:50 AM
Hi,
I also encounter ball stutter with a few tables like Scared Stiff and Medieval Madness X.
Mark70 I've tried your settings and the best I can get is Maximum pre rendered frames set to 0 and nVidia settings to application controlled.
But ball stutter is still present.
When I run those tables with VPX 10.1 they are absolutely smooths.
My specs : i7-4770 / Geforce 770 / 8 Gb DDR3 / 240 Gb SSD / Win 10 1607 and latests VPX 10.2, VPM and B2S.
++
#997
Posted 08 December 2016 - 12:44 PM
But you use the same core scripts for both tests?
If yes, could you search core.vbs for Private Function PinMAMEInterval and then replace the following code block (up to, but excluding End Function) with just PinMAMEInterval = 3 and retest please with 10.2? Thanks!
#998
Posted 08 December 2016 - 12:45 PM
Is it possible to code (if it doesnt already do this) less bounce near the ends of the rubber compared to the middle of a rubber? Just thinking about this .. the ball would bounce more in the center (lengthwise) versus hitting the rubber close to the posts.
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