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The VP 10.6 beta thread

beta 10.6 beta

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#1041 Peluchito

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Posted 18 August 2019 - 02:24 AM

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#1042 Schlabber34

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Posted 18 August 2019 - 10:51 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.

 

 

I finally found the solution to my EFS problem!

 

In the vpinballx.exe properties (right click) the box for "disable fullscreen optimization" was unchecked. Checking it fixed the problem!



#1043 Slydog43

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Posted 19 August 2019 - 09:42 PM

I tried searching around but can't seem to find anything about POV buttons working with VPX.  I reprogrammed my "PinStubby" to work with Pinball FX2 on the Oculus Quest, but also want it to work with VPX.  I know I can write a AHK script but was hoping that VPX could read the D-Pad (POV Hat) buttons presses directly for input on the Keys dialog box.  Anyone know anything about this?  I saw a post back in 2012 by Kroatic about adding this but nothing after that.

 

I could also use something like joy2key, but having it built into VPX would just be cleaner.  Really sucks that Pinball FX2 is so non configurable, but VPX anything can be done!


Edited by Slydog43, 19 August 2019 - 10:00 PM.


#1044 fuzzel

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Posted 23 August 2019 - 11:14 AM

VPX's shaders are coded in hlsl and DirectX is optimizing the shader code for the given hardware that is used while running the program.
For a CPU you can use a mid range CPU like an older i5 or something similar from AMD. VPX isn't designed to support multiple cores that's correct but the standard CPUs are powerful enough to handle VPX pretty well.
So if you want to optimize your system add 16GB ram and use a gfx card with at least 4GB ram if you play in 1080p. If you want a 4k resolution use 8GB gfx ram to hold the high resolution images.

#1045 Herweh

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Posted 25 August 2019 - 09:35 PM

Two things, first one a small issue, the second one an idea:

First one is the Collection Manager. When adding new collections or moving a collection up or down in the list of all collections, the moved collection does normally not stay at the position where it was moved. I normally have a lot of GI collections and liked to order them together but that does not work. No big problem, I know, but a bit annoying.

Second thing is the fact, that for me the worst part of VP realism is the saucer (kicker) physic of VP 10.5 or older. The ability to add a playfield mesh with holes and stuff like that is one of the best and most important improvements added to the upcoming 10.6 version. But (for me) it is a lot work and no easy job to create such a mesh in Blender. I.e. during the Atlantis build I was struggling with the correct dimensions and bent graphics on the playfield. And a lot tables just miss right now only one or two kicker holes and nothing more.
So here is the question: Is there a way to add a new or, even better, an enhanced kicker object? A kicker, maybe with an inner and an outer circle, to create the saucer physics like a mesh would create the saucer physics? And no need for a mixed mode, when there is a playfield mesh just use that mesh. But when there is no mesh, it would be an awesome way to improve a lot tables within just a few minutes.

Thx a lot for the time you guys spent for VP.

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#1046 BorgDog

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Posted 26 August 2019 - 01:53 AM

 

I don't remember if I asked this before or just thought about asking it (yes I'm getting old ;), but would it be possible to have the Import Mesh on primitive objects work so that if I select 10 objects I just have to tell it once which primitive to use instead of 10 times?  I seem to find myself doing this a lot making tables and it would be a great time saver.

 

Thanks for all your work guys.

 

bump this up as well.  just did another swap of 50 or so posts on a table would be nice to have to just tell it once what primitive to use.

 

Thanks.

 

 

Another bump.  just swapped out a bunch of wrong posts for the correct ones, and having to tell it the same one over and over is rather annoying. I only know a bit of programming, but can't imagine this is that hard of a change to make.  Thanks for all your work guys.



#1047 toxie

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Posted 26 August 2019 - 06:33 AM

 

vpx don't handle multi-core cpu ?
it's better to have 1 hi-frequency 1 core (old cpu) than a low-frequency multi-core ?
1 core hi freq vs multi core lo freq best perf. ?
example : i3 at 4 ghz is better than i9 2 ghz by example ? (for vpx)
optimized vpx cuda ?

 

 

fuzzel already answered most, but the last one: VPX does not use CUDA, mainly because then Intel and AMD gfxcards would be left out!



#1048 luvthatapex

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Posted 26 August 2019 - 12:57 PM

I don't see this option in vpinballx.exe properties. I am running v3751 of vpx beta. is there a newer beta or is this the current one?

 

 

 


I finally found the solution to my EFS problem!

 

In the vpinballx.exe properties (right click) the box for "disable fullscreen optimization" was unchecked. Checking it fixed the problem!

 



#1049 GInsonic

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Posted 26 August 2019 - 01:02 PM

 

I don't see this option in vpinballx.exe properties. I am running v3751 of vpx beta. is there a newer beta or is this the current one?

 

This is not a VPX setting, this is a Windows property! Right click the VPinballX.exe-> Settings -> Compatibility



#1050 fuzzel

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Posted 26 August 2019 - 04:21 PM

Two things, first one a small issue, the second one an idea:

First one is the Collection Manager. When adding new collections or moving a collection up or down in the list of all collections, the moved collection does normally not stay at the position where it was moved. I normally have a lot of GI collections and liked to order them together but that does not work. No big problem, I know, but a bit annoying.

Second thing is the fact, that for me the worst part of VP realism is the saucer (kicker) physic of VP 10.5 or older. The ability to add a playfield mesh with holes and stuff like that is one of the best and most important improvements added to the upcoming 10.6 version. But (for me) it is a lot work and no easy job to create such a mesh in Blender. I.e. during the Atlantis build I was struggling with the correct dimensions and bent graphics on the playfield. And a lot tables just miss right now only one or two kicker holes and nothing more.
So here is the question: Is there a way to add a new or, even better, an enhanced kicker object? A kicker, maybe with an inner and an outer circle, to create the saucer physics like a mesh would create the saucer physics? And no need for a mixed mode, when there is a playfield mesh just use that mesh. But when there is no mesh, it would be an awesome way to improve a lot tables within just a few minutes.

Thx a lot for the time you guys spent for VP.

Short answer: no
Long answer: adding a new kicker object isn't a problem but as an replacement to the current kicker behavior it is. The reason is backwards compatibility and another is that the physics engine handles the playfield physics and primitive physics a bit different. That's the main reason why you won't see any big different kicker in VPX until the next big version jump.
The best and future proved way is to learn some blender basics because the next versions will rely more and more on meshes. I know that some users don't know how to use blender at all but VP can't take care of every pinball element or add a special object for it.
My plan for future versions is to add something like future pinball has already: a mesh library.
But such feature can't be added add the moment without breaking the compatibility :)

 

I don't remember if I asked this before or just thought about asking it (yes I'm getting old ;), but would it be possible to have the Import Mesh on primitive objects work so that if I select 10 objects I just have to tell it once which primitive to use instead of 10 times?  I seem to find myself doing this a lot making tables and it would be a great time saver.
 
Thanks for all your work guys.

 
bump this up as well.  just did another swap of 50 or so posts on a table would be nice to have to just tell it once what primitive to use.
 
Thanks.
 
 
Another bump.  just swapped out a bunch of wrong posts for the correct ones, and having to tell it the same one over and over is rather annoying. I only know a bit of programming, but can't imagine this is that hard of a change to make.  Thanks for all your work guys.
Sorry you're right. It's not hard just no time for adding that...

#1051 wrd1972

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Posted 26 August 2019 - 10:22 PM

Fuzzel,

RE

"Long answer: adding a new kicker object isn't a problem but as an replacement to the current kicker behavior it is. The reason is backwards compatibility and another is that the physics engine handles the playfield physics and primitive physics a bit different. That's the main reason why you won't see any big different kicker in VPX until the next big version jump."

 

When the time comes when this can be addressed. Please get with Rothbauer regarding the saucer hackery we are already using for some tables. I also completely agree that migrating "objects" toward meshes is going to make things much better. Hopefully it wont render VP10 tales obsolete prematurely.

 

And as far as compatibility. Are you concerned about VP9 compatibility? Or might this be a VP10 compatibility issue? I really dont want it to come of as "forget about legacy"...it had its day. But at some point in time, VP9 compatibility needs to go much lower priority in favor of advancement of VP10 and beyond. And as I have stated before. Whenever I show of VP10 tables on my cab and ask folks what negative take-aways they have in terms of a realistic simulation. Saucer physics is always in the top 2.


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#1052 Thalamus

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Posted 27 August 2019 - 09:57 AM

It has to be user customization. Or it would be pointless - wouldn't it ?


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


#1053 toxie

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Posted 27 August 2019 - 11:58 AM

Exactly. So "Default" in the user customization always uses the corresponding video preference, otherwise the setting picked from the drop list.



#1054 fuzzel

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Posted 27 August 2019 - 04:18 PM

rev3758 is up:

 

- update to NVAPI to R430
- update to UI template framework win32xx to version 8.7.0
- do not update status bar informations while player is running (optimize width command)
 



#1055 Mike DA Spike

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Posted 27 August 2019 - 05:31 PM

Is the nvapi used by default, or should an setting be enabled ?

331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters 


#1056 toxie

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Posted 27 August 2019 - 07:31 PM

That's all transparent to you guys.. Its main use is that the NVIDIA GPU is used (by default) instead of a builtin Intel on-board thingie and when copying the depth buffer for AO or screen space reflections..



#1057 Mike DA Spike

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Posted 28 August 2019 - 03:37 AM

Awesome. Thanks for the explanation Toxie!

331ddabcc742f0ba74791e946eb0f791.gif Try PinballX Database manager as a replacement of PinballX's game list manager
With special thanks to Scutters 


#1058 toxie

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Posted 28 August 2019 - 07:09 AM

btw: update on the final 10.6 release: seems like we're slowly getting there to also have PinMAME finalized (still one major regression since last official release to fix), so it's getting closer!  :)

(as i want to package up a new all-in-one-installer again, too, of course)



#1059 Sheltemke

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Posted 28 August 2019 - 07:22 AM

btw: update on the final 10.6 release: seems like we're slowly getting there to also have PinMAME finalized (still one major regression since last official release to fix), so it's getting closer!  :)

(as i want to package up a new all-in-one-installer again, too, of course)

That's amazing news. So the final 10.6 will come with the actual latest "Sambuild" in one pack?



#1060 toxie

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Posted 28 August 2019 - 07:27 AM

Same as always, yes. Standalone packages, plus the all-in-one-installer.







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