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VP10 is here (beta)

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#1061 The Loafer

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Posted 28 February 2015 - 12:36 AM

Honest to god I thought it was a limitation of VP, maybe I got this confused with a front end issue.

Since I would assume 9 out of 10 users use FS on a portrait device, why set the tables to 270? It boggles me mind that we torture ourselves like this.

Anyway thanks for the info

#1062 sliderpoint

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Posted 28 February 2015 - 05:25 AM

Honest to god I thought it was a limitation of VP, maybe I got this confused with a front end issue.

Since I would assume 9 out of 10 users use FS on a portrait device, why set the tables to 270? It boggles me mind that we torture ourselves like this.

Anyway thanks for the info

 

 

When I first found VP, this was the very first question I asked about.  After a bit of digging I believe it started with HyperPin not supporting portrait mode (and/or something with reel objects).  So when the idea of full screen tables came about they were built in VP to be rotated landscape so they could work with HyperPin.  It's been that way ever since.  I was hoping that the rotate parameter in VP10 would do a better job so we could have DT and FS view settings and only change the rotation, but it doesn't seem to be working out that way.  Actually the default view settings in the beta have been changed to be geared towards rotating to 270.  

 

Of the digital pinball software that I use, VP is the only one that view settings (camera position/angles) need to be set different based on being rotated.  Maybe it will come later.

 

-Mike



#1063 ClarkKent

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Posted 28 February 2015 - 08:59 AM

apart from that these modes cannot work currently from within VP, due to various technical reasons.. :)


It would be interesting why using "Quality FXAA" in VP 9.9 results in an excellent picture quality but you have to use 4xAA in VP10 to get the same result. Or is FXAA not working correctly in VP10?

#1064 toxie

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Posted 28 February 2015 - 09:29 AM

With the next released build FXAA will work again as intended (plus there will be a third mode to select). Before, it was just a hacky workaround to do something similar than before.


I'm curious on how the Dev Team thinks the Beta is going so far?  Are the problems that are coming up, along with requests, close to what was to be expected?  Are there too many requests/feature being asked for?  Really love watching all things coming together for VP10, thanks for releasing the beta when you did.

 

So far, i personally think it goes rather well. And i think the time of release was pretty good (thanks to Fuzzel for pushing it!).

Also, slowly, we are approaching something that can be actually used by a broader audience, i think.



#1065 fuzzel

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Posted 28 February 2015 - 09:53 AM

rev1773 is up:

 

- fix FXAA and stereo3D in combination with the other buffers & add third/extreme FXAA mode
- fix ball rotation in cab mode
- tweak anti-ball spin hack
- add disable lighting option for walls and primitives.
- fix FXAA and optimize disabled bloom again
- add layer information to search/select element dialog
- make default of alpha test 1, to increase compatibility with the existing tables

 

A side note to the disable lighting option: If you use this the material parameters aren't completely applied to the wall/primitive. You have to experiment a bit ;)

 



#1066 chepas

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Posted 28 February 2015 - 09:55 AM

 

- add layer information to search/select element dialog

 

Yes mate, you beauty! Thanks!!


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#1067 freneticamnesic

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Posted 28 February 2015 - 10:00 AM

sleep, then I can try it :)



#1068 fuzzel

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Posted 28 February 2015 - 10:36 AM

no not sleep...build tables we need them :D



#1069 toxie

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Posted 28 February 2015 - 11:17 AM

i second that!  :)

 

also guys, please let me know if there are still weird things happening with the balls (stopping for no reason, or still spinning if placed somewhere).



#1070 ClarkKent

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Posted 28 February 2015 - 12:28 PM

Picture quality with "Extreme FXAA" is extremely close to "4xAA" - but with less stress to the fps! With this new setting I can get the set constant 120 fps in the MB WIP (compared to about 70 fps with 4xAA)! I'll keep the new setting and hope that AO will work in future, too... :)



#1071 toxie

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Posted 28 February 2015 - 12:33 PM

AO and stereo3D is still NVIDIA only.. :/

and i still don't know how we could support it on Intel & AMD (currently, at least).. all my experiments so far always ended in a dead end where one tiny puzzle piece didn't fit in with the rest..



#1072 ClarkKent

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Posted 28 February 2015 - 12:36 PM

NVidia 660 GTX here but AO not working (black screen only).

 

I just made screenshots with 4xAA and Extreme FXAA and compared them in Photoshop. There is little difference - only FXAA is a little bit more blurry than 4xAA. But on the big screen this can not be seen that much.

 

https://www.dropbox....esw/mb.psd?dl=0


Edited by ClarkKent, 28 February 2015 - 12:37 PM.


#1073 Argo

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Posted 28 February 2015 - 01:49 PM

@ClarkKent, did you try boulotaur injector?

http://dropcanvas.com/iz7s1



#1074 Shockman

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Posted 28 February 2015 - 02:30 PM

Nice build. Video modes are working nice. I'll keep my fingers crossed for an AO solution, but I'm not even sure my card would do it if asked nicely.



#1075 toxie

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Posted 28 February 2015 - 02:54 PM

@ClarkKent: What happens if you enable stereo3D? Does that work?



#1076 Slydog43

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Posted 28 February 2015 - 05:59 PM

Just tried papa smurf in 3d on my active 3d cab.  It works, but I noticed a few funny things.  Unfortunately I cant take a screen shot of what I see through my shutter glasses.  Playfield looks fine, but when I flip a flipper the pf images gets distorted above the flipper.  I also notice this with the ball as it flys across the playfield.  Not sure how to explain it better.  I will if needed, but thanks since it kinda works



#1077 toxie

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Posted 28 February 2015 - 06:36 PM

I haven't tweaked all the 3D stuff yet really, but in principle the code is still the same as before. Will revisit that code soon though.



#1078 vampirolatino2

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Posted 28 February 2015 - 06:41 PM

Where is the MB WIP table for VP10? :tapping:



#1079 tttttwii

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Posted 28 February 2015 - 06:45 PM

Look in the signature of uncle willy, there you will find the donwload link for the vpx MB table.



#1080 ClarkKent

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Posted 28 February 2015 - 07:12 PM

@ClarkKent, did you try boulotaur injector?

http://dropcanvas.com/iz7s1

What's this and how to use it?







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