Jump to content



Photo
* * * * * 8 votes

The VP 10.6 beta thread

beta 10.6 beta

  • Please log in to reply
1488 replies to this topic

#1001 BoltBait

BoltBait

    Software Developer

  • Members
  • PipPipPip
  • 450 posts
  • Location:Sacramento, CA

  • Flag: United States of America

  • Favorite Pinball: Elvira, Whitewater, Big Bang Bar, Fun House and All the old EM tables of the 70s that I played as a kid (including Buccaneer, Spirit of 76, and King Kool)

Posted 08 August 2019 - 12:37 AM

Something I noticed in VPX v5 is that the custom table CARtoons plays the end of game chimes too fast (compared to v4).  It also counts the bonus score too fast on some tables.

 

Is this something that will be addressed in VPX v6?  Or, will the tables need to be updated?


How I built my B2S Pinball Cabinet, step-by-step, with pictures!  Full-sized cabinet for ~$700. Believe me, if I can do it, so can you!

"Making anything with your hands goes wonderfully with whatever in your life you would consider your grind." ~Nick Offerman


#1002 Thalamus

Thalamus

    Pinball Wizard

  • Platinum Supporter
  • 4,975 posts

  • Flag: Norway

  • Favorite Pinball: GOT, Alien Star, LOTR, TOM

Posted 08 August 2019 - 03:15 AM

@BordBait : I remember that I meantioned something very simular for Aztec a while back. DjRobX fixed it by adjustimg one value in the script. Might be that it is all that is required this time around too. I just need to find what he did and why.


From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#1003 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 08 August 2019 - 07:29 AM

 

Been quiet in here. Must mean the latest 10.6 beta is about ready for prime time!

Sent from my SAMSUNG-SM-G935A using Tapatalk

 

I think they are simply enjoying the summer holidays :)

 

 

Plus enjoying https://en.wikipedia...al_of_the_Night a bit too much..  ;)



#1004 Rawnei

Rawnei

    Enthusiast

  • Platinum Supporter
  • 320 posts
  • Location:Stockholm, Sweden

  • Flag: Sweden

  • Favorite Pinball: There's too many good ones but I really love the atmosphere in Cirque Voltaire!

Posted 08 August 2019 - 09:15 AM

 

 

Been quiet in here. Must mean the latest 10.6 beta is about ready for prime time!

Sent from my SAMSUNG-SM-G935A using Tapatalk

 

I think they are simply enjoying the summer holidays :)

 

 

Plus enjoying https://en.wikipedia...al_of_the_Night a bit too much..  ;)

 

 

Nice, one of the games I kickstarted. ;)

 

Got it on Switch!



#1005 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 10 August 2019 - 12:20 PM

Question guys:

 

Does anyone have a problem with a different monitor brightness in Exclusive Fullscreen compared to Fullscreen windowed? Never had that before, but i haven't been installing tables in 6 months now. There were a ton of Win and VPX updates inbetween. Fullscreen looks horribly bright and white'ish, windowed looks like it should. It's almost like Exclusive Fullscreen is ignoring my NVidia colour settings! I checked the colour range with a 0,0,0 black image. Colour range seems to be at Full in EFS!

 

I had to use the NVidia colour/brightness/contrast settings because my PF monitor was broken and you couldn't use the settings buttons anymore. The difference in the brightness settings would fit to what i see on the screen. The monitor was set way to bright and i had to reduce it in the NVidia control panel. If i turn the NVidia settings off, everything looks like what i see in VPX EFS-mode! When i make screen shots of both they look exactly the same. So it must be some sort of filter.

 

All updates made, newest drivers installed!

 

Win10; GTX950; Pentium DualCore; 4GB ram

 

Any ideas?

 

Thanks!


Edited by Schreibi34, 10 August 2019 - 12:21 PM.


#1006 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 10 August 2019 - 01:09 PM

I think it has to do with the updated lighting shading code in 10.6. But that's a quick guess

#1007 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 10 August 2019 - 02:19 PM

Thanks for answering, fuzzel!

 

But you should see that in the screen shots, right? Like i said, if i make a screen shot of both modes, they look exactly the same. It's like the NVidia colour settings (which are applied like a filter to the VPX rendering result i guess?) are turned off in exclusive full screen mode.

 

Keep in mind that not many guys use the NVidia colour settings. Most people do it via the monitor settings. To make it even worse, my settings are really extreme.

 

Could someone please try and turn on the NVidia colour setting and lower the brightness to 20%. You should now be able to see the difference between EFS and WFS.

 

Thanks guys!!



#1008 flupper1

flupper1

    Enthusiast

  • Members
  • PipPipPip
  • 464 posts
  • Location:Netherlands

  • Flag: Netherlands

  • Favorite Pinball: Visual Pinball

Contributor

Posted 11 August 2019 - 11:15 AM

Bug report (or maybe tricky detail of coding in VPX):

While tuning Totan I found something really unexpected: using the script statement "table1.width" a lot slows VPX down really bad. I saw it first on my laptop which has a not so fast graphics card and on battery slows down the processor. I replicated the problem on my development system (core i7 7700k and GTX 1080Ti). On the latter my framerate without this statement is about 240fps (4k, no AA), and with 20x this statement in a timer event:  "test=table1.width" (timer interval 10), the fps is reduced to 45fps (!!).

On my battery powered laptop (no power attached so the processor is is eco mode), the FPS went from 60fps to 80fps, just by removing the reference to "table1.width" (was called 7 times or something per timer event, due to the many balls in Totan).

On White Water the effect was less substantial, the fps went from 106 to 116 on my laptop.

The script workaround is of course to only get the table1.width value in a global variable once, but it was really unexpected to me that this statement is so costly. I think that every table that has this statement in use for ball shadows or something, can be faster especially on lower end systems.



#1009 BorgDog

BorgDog

    We come in peace.. shoot to kill.. shoot to kill.

  • Members
  • PipPipPipPip
  • 1,427 posts
  • Location:Leavenworth, WA

  • Flag: United States of America

  • Favorite Pinball: Alien Star, TNA



Posted 11 August 2019 - 03:49 PM

Thanks for the heads up on that @flupper1, I'll be sure to change how I do that in future works.  Another that does the same thing is the EVAL statement.



#1010 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 12 August 2019 - 01:25 AM

@fuzzel, @toxie

 

The reason table.width is slow is because the get_Width function is calling:

 

g_pvp->SetStatusBarUnitInfo("", true);

 

This in turn causes a windows SendMessage to the status bar object, which is ... slow.

 

This same line is in a few other strange places (like plunger get x, y).   Not sure why you'd want to update the status bar on a READ of these values.   Writes maybe ... but even then you probably want to check that the table is not playing before trying to do an update to the regular vp window.

 

-- Rob 


Edited by DJRobX, 12 August 2019 - 01:30 AM.


#1011 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 12 August 2019 - 05:23 AM

Right will change that asap ;)

#1012 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 12 August 2019 - 08:57 AM

Thanks for answering, fuzzel!

 

But you should see that in the screen shots, right? Like i said, if i make a screen shot of both modes, they look exactly the same. It's like the NVidia colour settings (which are applied like a filter to the VPX rendering result i guess?) are turned off in exclusive full screen mode.

 

Keep in mind that not many guys use the NVidia colour settings. Most people do it via the monitor settings. To make it even worse, my settings are really extreme.

 

Could someone please try and turn on the NVidia colour setting and lower the brightness to 20%. You should now be able to see the difference between EFS and WFS.

 

Thanks guys!!

 

Sounds like a NVIDIA driver issue to me. Have you tried a recent driver, but from a different driver branch? Use: https://www.nvidia.d...nd.aspx?lang=de and then select for example one from R418 or R410 instead of R430 (or vice versa).


 

 

 

Been quiet in here. Must mean the latest 10.6 beta is about ready for prime time!

Sent from my SAMSUNG-SM-G935A using Tapatalk

 

I think they are simply enjoying the summer holidays :)

 

 

Plus enjoying https://en.wikipedia...al_of_the_Night a bit too much..  ;)

 

 

Nice, one of the games I kickstarted. ;)

 

Got it on Switch!

 

 

I hope i can finally 100% it soon (like all the other Metroidvanias i played ;)). And then back to finishing up the VPX/VPM release finally.



#1013 Schlabber34

Schlabber34

    Enthusiast

  • Members
  • PipPipPip
  • 311 posts

  • Flag: Germany

  • Favorite Pinball: High Speed

Posted 12 August 2019 - 09:21 AM

Thanks toxie! Will try...



#1014 vogliadicane

vogliadicane

    Pinball Fan

  • Members
  • PipPipPipPip
  • 517 posts
  • Location:Velbert

  • Flag: Germany

  • Favorite Pinball: The Addams Family

Posted 12 August 2019 - 06:51 PM

Not sure, if people realized, but since a few revs, when you switch back to force exclusive fullscreen mode from windowed, the last setting is taken, so you don't have to search through all the mass of options again.

Very handy, thanks Fuzzel and Toxie. :tup:



#1015 fripounet

fripounet

    Pinball Fan

  • Platinum Supporter
  • 1,032 posts

  • Flag: China

  • Favorite Pinball: .les miens

Posted 12 August 2019 - 07:08 PM

can you integrate reshade (open source), for its quality and ease of use (real time), for optimized management of lights and colors specific to pinball?

or get in touch with crosire (reshade developer)


Edited by fripounet, 12 August 2019 - 07:09 PM.


#1016 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 12 August 2019 - 07:22 PM

Sorry but that thing won't work for VPX because of the static render step we do at the beginning.



#1017 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 13 August 2019 - 07:12 AM

I personally know crosire, but why should we even include reshade? It's postprocessing that can already be used with VPX right now by dropping in the d3d9 dll of reshade.

 

Changing other parameters/VPX-specific-stuff in realtime is also already possible via the F6-Camera/Material/Light edit mode.



#1018 fripounet

fripounet

    Pinball Fan

  • Platinum Supporter
  • 1,032 posts

  • Flag: China

  • Favorite Pinball: .les miens

Posted 13 August 2019 - 07:33 AM

I personally know crosire, but why should we even include reshade? It's postprocessing that can already be used with VPX right now by dropping in the d3d9 dll of reshade.

 

Changing other parameters/VPX-specific-stuff in realtime is also already possible via the F6-Camera/Material/Light edit mode.

precisely, to be able to use the d3d11.dll because it does not seem to work with vpx....



#1019 fuzzel

fuzzel

    spaghetti code

  • VP Dev Team
  • PipPipPipPipPip
  • 2,818 posts

  • Flag: Germany

  • Favorite Pinball: yes I have

Posted 13 August 2019 - 07:37 AM

That's because we're using dx9 ;)

#1020 toxie

toxie

    VPF Veteran

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

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 13 August 2019 - 10:53 AM

But for reshade there is no difference if you use d3d9.dll and d3d11.dll as far as i know. The only thing that COULD be different is if the game outputs HDR (i.e. as the very final buffer), which both of these titles don't, as far as i know.







Also tagged with one or more of these keywords: beta, 10.6 beta