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#1101 ClarkKent

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Posted 01 March 2015 - 09:00 AM

Did you ever read of the problem that FP only works correctly with certain driver versions? So there seems to be a risk after all. But as a friend has the exact same config but with a newer driver (a harddisk crash forced him to install everything again) he will try the not working options and then I'll decide what to do...

#1102 chepas

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Posted 01 March 2015 - 09:04 AM

Sounds really silly to me the same as Fran pointed out, crazy. Even though I never play FP I haven't noticed any problems. Only problems were about 2 years ago lol.

 

What's wrong with driver rollback? Probably why your performance in Unit3D isn't very good as well.


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#1103 freneticamnesic

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Posted 01 March 2015 - 09:32 AM

FP works fine, but like I said, it's not worth bringing up graphical issues if you're not up to date.



#1104 ClarkKent

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Posted 01 March 2015 - 09:38 AM

I'm only cautious as over the years I experienced many many driver/update related issues. Does the driver rollback really work under Win7 so that you have the exact same status as before the update?



#1105 fuzzel

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Posted 01 March 2015 - 09:42 AM

From my experience if I have problems with a new driver version I uninstall it and reinstall the old working driver that's all. But using win7's system restore points should work fine if it's not too old (the system restore point I mean).

#1106 ClarkKent

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Posted 01 March 2015 - 09:55 AM

How to check how old the restore point is?



#1107 freneticamnesic

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Posted 01 March 2015 - 10:13 AM

You can create one before you start, go to Control Panel > System > Create a restore Point

Then Restore from the same menu if anything goes wrong



#1108 ClarkKent

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Posted 01 March 2015 - 11:05 AM

OK, just did that. Created a restore point and installed the latest driver 347.52. Besides AO working now I did not notice any improvement, I even think fps are slightly lower than before.

 

AO reduces fps a lot. MB WIP with 4xAA and AO gives me 46 fps (with Extreme FXAA and AO 62 fps). Turning AO off gives me 120 fps with Extreme FXAA. So AO is not really useable here. Visual impact is not that big IMHO. Missing "real" shadows...

 

The most interesting this is that the numbering of the monitors changed after update! PF is 2 now, BG 1 and DMD 3. Can't change that but orientation is correct in the control panel (left PF, in the middle BG, right DMD). Nevertheless behavior seems to be ok - PF is on the big screen, BG on the BG monitor and DMD on the DMD monitor. Strange. Really strange. See - that's what I meant because of strange update problems...



#1109 Argo

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Posted 01 March 2015 - 11:14 AM

@ClarkKent: to get the injector working, just place the files into the vp folder, where the .exe file is. Disable any other aa and use the settings .txt file to select the effects you want. It has smaa which is better than fxaa (not blurry) and also very low performance hit, along with other options.


Edited by Argo, 01 March 2015 - 11:15 AM.


#1110 freneticamnesic

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Posted 01 March 2015 - 11:20 AM

I don't think AO is even an option at this point honestly, I thought it looked neat on VW but it was unplayable and doesn't provide enough substance to even consider. I build my tables fairly dark anyways so the shadows get lost in the ambiance unfortunately


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#1111 Shockman

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Posted 01 March 2015 - 12:25 PM

 

Attached script has the primitive droptarget routines I use.  Fren and UW tables probably have routines you can look at also

 

For every drop target you create a Hit and Timer sub like below.  This will animate the primitive and drop the cvpm target/wall.

For the solenoid call, create the Reset sub like shown below. One PrimDropTgtUp call for each target.  Note: one of the subs, has to have the last parameter set to 1(underlined below) - this will reset the cvpm target bank

Lastly, you have to configure this for which direction is down for your primitive, TransX, TransY or TransZ and also how much you want the target to drop down, 35 in the example below

 

'USAGE:  Sub Sw13_Hit:   PrimDropTgtDown RBank, 3, 13, Sw13: End Sub 
'USAGE:  Sub Sw13_Timer: PrimDropTgtMove 13, Sw13, PrimSw13: End Sub
'USAGE:  Sub solRBankReset (enabled): If enabled Then PrimDropTgtUp RBank, 1, 11, Sw11, 1: PrimDropTgtUp RBank, 2, 12, Sw12, 0: PrimDropTgtUp RBank, 3, 13, Sw13, 0: End If: End Sub
 
Const DropTgtMovementDir = "TransY" 
Const DropTgtMovementMax = 35
 
 
 
 
 
First it says RBank is undefined. I ended up putting it in the DIM line just to shut it up, but I don't know what I'm doing.
The code looks good, I just don't know how to use it
Is PrimName and WallName the names of collections in the manager?
 
I have the 8 droptarget walls in a collection called Ghost_Drops and the primitives in a collection called Ghost_DropsP
 
The targets are numbered 13 through 20 and called Ghost13,,,,,,Ghost20
The primitives are Ghost13p..........Ghost20p
 
13 through 16 are the left bank and 17 through 20 are the right bank, but as I said before the two act as one bank. VPM might handle it as two, I don't know.
 
Any more help you can give will be greatly appreciated. I'll list you as co-author 
 

Edited by Shockman, 01 March 2015 - 12:28 PM.


#1112 chepas

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Posted 01 March 2015 - 12:45 PM

This is a bit of a long shot about the built in light sequencer. For a while I've been meaning to make a lampshow creator GUI for pyprocgame, but it will be a fair bit of work and considering the VP one is good enough I'd like to make use of it somehow.

 

I have tried to do this in VP before, and that was to try and log the lamp states from the lightseq to a text file. Anyone have any idea , Is there any way I can pick up the event from a state in the script so it can be logged?

 

Just to log one cycle of the lightseq would be really usefull.


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#1113 unclewilly

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Posted 01 March 2015 - 12:50 PM

Is there any documentation on the light sequencer. Or maybe a demo table that shows how it works. Im. Going to need this in the near future for a table, and if i can see how its used maybe ill have some insight for you

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#1114 chepas

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Posted 01 March 2015 - 12:53 PM

There is a good example table somewhere (made by wizards hat??) with all the lightseq options.

 

I just want to the log the states from it so it can be converted to a yaml file for use in p-roc.

 

http://www.pinballni...168&postcount=9


Edited by chepas, 01 March 2015 - 12:58 PM.

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#1115 ClarkKent

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Posted 01 March 2015 - 01:13 PM

I noticed that FXAA does not work with AO. As soon as AO is activated there is simply no anti aliasing at all.

Would it be possible to add a 2xAA in addition to the 4xAA option? Maybe it would be faster with a better display quality than FXAA?

And despite of using the latest Nvidia display driver there is still occasional ball stutter when using vsync=1. Only 120 fps helps to get a constant stutterfree ball movement.

@ClarkKent: to get the injector working, just place the files into the vp folder, where the .exe file is. Disable any other aa and use the settings .txt file to select the effects you want. It has smaa which is better than fxaa (not blurry) and also very low performance hit, along with other options.


Thanx for the info! Wouldn't it be the best option to add smaa (or csaa) directly to the VP video options or is this not possible?

#1116 toxie

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Posted 01 March 2015 - 01:24 PM

FXAA not working with AO: this was resolved with the latest build.

 

2xAA: no, as the 4xAA is just a brute force oversampling trick (picture rendered at 2x resolution).

 

CSAA: as said earlier already, this is currently not possible (same as MSAA), due to technical reasons with the engine.

 

SMAA: this could be done, but low priority currently.

 

 

slightly related to that, i just did some optimzations to the AO code, and also disabled that AO will render at 4xresolution if 4xAA is enabled (so AO has less impact if 4xAA is switched on).



#1117 mpad

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Posted 01 March 2015 - 01:36 PM

Nice trick you did with the oversampling . But that means it us more or less GPU intensive than build in aa modes?

And just to be sure: does the csaa not working also apply if I force it in the driver? Because if i do so it does seem to work. Picture looks good.

Edited by mpad, 01 March 2015 - 01:38 PM.


#1118 ClarkKent

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Posted 01 March 2015 - 01:38 PM

FXAA not working with AO: this was resolved with the latest build.
 
2xAA: no, as the 4xAA is just a brute force oversampling trick (picture rendered at 2x resolution).
 
CSAA: as said earlier already, this is currently not possible (same as MSAA), due to technical reasons with the engine.
 
SMAA: this could be done, but low priority currently.
 
 
slightly related to that, i just did some optimzations to the AO code, and also disabled that AO will render at 4xresolution if 4xAA is enabled (so AO has less impact if 4xAA is switched on).


Then please include SMAA.

I just tried it again with the latest release available: FXAA not working with enabled AO. Or do you mean this will be fixed in the next release?

#1119 Argo

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Posted 01 March 2015 - 02:05 PM

I see no point in adding smaa since you have it with injectors along with other things. SweetFx is also going to support smaa s2x it seems.


Edited by Argo, 01 March 2015 - 02:05 PM.


#1120 bent98

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Posted 01 March 2015 - 02:10 PM

Toxie/.Fuzzel

 

Do you guys have a roadmap on engine features/enhancement you want to achieve prior to releasing this first interration?







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