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VP10 is here (beta)

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#1121 ClarkKent

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Posted 01 March 2015 - 02:45 PM

Just installed SweetFX and using SMAA instead of FXAA. Anti aliasing is almost as good as Extreme FXAA but without blurring the images! SMAA seems to be something between 4xAA and FXAA. In sense of picture quality I would sacrifice FXAA for SMAA. I'm currious how much better 32xCSAA will be... :)

It's interesting that FXAA must be enabled in the Nvidia control panel to use the enhancements of SweetFX. But that's the same with the video settings in VP10.

Thanx for the really really good advice Argo!

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.

Where could be the latest version of SweetFX be found in future? Or will you keep us informed?

Edited by ClarkKent, 01 March 2015 - 02:46 PM.


#1122 gtxjoe

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Posted 01 March 2015 - 03:56 PM

Shockman,

RBank is the name of my cvpmTarget object defined in Table1_Init.  As for the animation, feel free to replace my 4-5 step animation script with your 56 step animation routine.

 

I attached an example of what should work with the 8 target bank assuming you called it the cvpmTarget, GhostTargetBank, but feel free to PM me a link if you can't get it working.  No credit needed.

Attached File  ghost.txt   1.62KB   6 downloads

 

 

 



#1123 fuzzel

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Posted 01 March 2015 - 04:14 PM

Toxie/.Fuzzel

 

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

Well bug fixes and optimizations are on my roadmap. Adding new features will come in a next version 10.1



#1124 toxie

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Posted 01 March 2015 - 04:19 PM


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?

 

 

I also just tried it again: For me it works.. :/


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.

 

For me CSAA/MSAA does not work (and from a technical point of view it also shouldn't).. Strange that it actually works for you..


Toxie/.Fuzzel

 

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

 

For me its mostly tweaks of the existing features and bug fixing, and maybe some smaller add-ons here and there..



#1125 chepas

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Posted 01 March 2015 - 04:29 PM

Possible to sort the "select element" columns? :)

 

-----------------------------------------------------------------

 

I saved the old "LightSeqTable" to vpx if use to anyone. Made by Black of FP.

https://www.dropbox....qTable.vpx?dl=0

 

As these are a collection, maybe I can log the lamp events from there?


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#1126 ClarkKent

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Posted 01 March 2015 - 04:46 PM

 


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?

 

 

I also just tried it again: For me it works.. :/

 

With SweetFX AO works here. But it has more effect on fps than SMAA or FXAA. In Vector WIP with SMAA and AO I get about 110 fps. As I need 120 fps to get a smooth ball movement I decided to switch AO off at the moment.

 

By the way - SMAA has the same impact on fps as FXAA. Very little. I get a little more than 120 fps with Vector WIP with SMAA enabled.

 

I made a comparison with AO and AO disabled (Photoshop file with layers). So everybody can see the difference:

https://www.dropbox....bys/AO.psd?dl=0


Edited by ClarkKent, 01 March 2015 - 04:47 PM.


#1127 Shockman

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Posted 01 March 2015 - 05:40 PM

Shockman,

RBank is the name of my cvpmTarget object defined in Table1_Init.  As for the animation, feel free to replace my 4-5 step animation script with your 56 step animation routine.

 

I attached an example of what should work with the 8 target bank assuming you called it the cvpmTarget, GhostTargetBank, but feel free to PM me a link if you can't get it working.  No credit needed.

attachicon.gifghost.txt

 

 

 

Got it! Thank you very much.



#1128 Sindbad

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Posted 01 March 2015 - 11:08 PM

I want to include both modes (desktop and cabinet) into one table, so that there's only one table for all users. 

 

So I have a question regarding the backdrop settings:

 

The table variable "BackdropImage" can only be read - setting it to new value has no effect, right?


Edited by Sindbad, 01 March 2015 - 11:08 PM.


#1129 freneticamnesic

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Posted 02 March 2015 - 12:24 AM

Having trouble with triggers and kickers...

in vp9 I could hit a trigger and add a ball to a kicker elsewhere on the table, 

 

I have an undertrough system, so on one side, the ball can only enter, on the other it can enter and exit. The enter and exit is a standard kicker, kicker3_hit:bsVUK.AddBall Me:End sub and this works fine, but if i try to do it at the other end, ie. If I want to have a ball enter one trigger and leave through a different kicker, it doesn't seem to work. 

 

But it does elsewhere....I don't know how to explain it.

 

This doesn't work:

Sub sw43_Hit
    sw43.DestroyBall
    bsVUK.AddBall Me
End Sub

It initiates the bsVUK and plays sounds when it should kick, but the ball doesn't kick.

 

edit: n/m, it doesn't work with FALL THROUGH checked on the kicker. Why not?


Edited by freneticamnesic, 02 March 2015 - 12:25 AM.


#1130 unclewilly

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Posted 02 March 2015 - 12:38 AM

Shouldnt it be for the second one addball 0
or addball 1
i cant remember off hand which on. You only use the me if the ball os not destroyed before hand

Look at the vpm doc on this site to clarify under kickerS.


Or maybe im wrong
Look8ng at the vpm doc. If you just used the addball me. It would destroy the ball And add to stack.
but since you already destroyed the ball. You would use addball 0 which doesnt destroy a ball but still adds one to the stack

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#1131 freneticamnesic

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Posted 02 March 2015 - 12:45 AM

addball me doesn't destroy ball, it does on the same kicker, but not when you have a trigger and a kicker



#1132 Argo

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Posted 02 March 2015 - 12:50 AM

@ClarkKent: in the sweetfx.txt you can even enable fxaa and mix it with smaa (although I won't recommend it), just avoid the chromatic abberration shader because VP will crash. Yes, I'll keep you informed. For now, boulotaur's injector is the best, sweetfx 1.5.1 also works but the are more files and you'll have to put some of the in "tables" folder, it is maybe a bit faster but also a bit less sharp.



#1133 gtxjoe

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Posted 02 March 2015 - 12:50 AM

nevermind :)


Edited by gtxjoe, 02 March 2015 - 12:51 AM.


#1134 freneticamnesic

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Posted 02 March 2015 - 02:13 AM

I am colliding with this primitive.....

2NxTDcn.png



#1135 freneticamnesic

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Posted 02 March 2015 - 02:39 AM

It's the object detail level...if i have it all the way up, it's not collidable, but if it's in the middle, it is collidable. Why does this affect an object with non-collidable properties???

 

edit: nope it's all over the place. This thing shouldn't even be collidable.


Edited by freneticamnesic, 02 March 2015 - 03:16 AM.


#1136 randr

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Posted 02 March 2015 - 04:11 AM

Confirmed frenetic is correct seems to only collide if playing. In debug mode it works at least for me tossing a ball around it don't collide

randr___pinball.png                         


#1137 Shockman

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Posted 02 March 2015 - 04:58 AM

I added a link to Mr. & Mrs. PAC-MAN in my sig.

 

There is a version that is best for DT and one that is best for FS


Edited by Shockman, 02 March 2015 - 05:04 PM.


#1138 ClarkKent

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Posted 02 March 2015 - 06:55 AM

@ClarkKent: in the sweetfx.txt you can even enable fxaa and mix it with smaa (although I won't recommend it), just avoid the chromatic abberration shader because VP will crash. Yes, I'll keep you informed. For now, boulotaur's injector is the best, sweetfx 1.5.1 also works but the are more files and you'll have to put some of the in "tables" folder, it is maybe a bit faster but also a bit less sharp.

You mean SweetFX and Boulotaur's Injector are different? Or is Boulotaur's Injector based on SweetFX and just improved? Thank you for keep us informed what's going on with it in future! :)



#1139 ClarkKent

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Posted 02 March 2015 - 07:10 AM

I added a link to Mr. & Mrs. PAC-MAN in my sig.

 

For full screen you will have to remove the 2 very large lights on top in layer 3, probably move the higher lights falloff above the pop bumpers to their center on layer 4. There may be other tweaks needed for full screen.

It sounds to me that DT and FS is not fully possible in one table.



#1140 freneticamnesic

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Posted 02 March 2015 - 07:55 AM

I added a link to Mr. & Mrs. PAC-MAN in my sig.

 

For full screen you will have to remove the 2 very large lights on top in layer 3, probably move the higher lights falloff above the pop bumpers to their center on layer 4. There may be other tweaks needed for full screen.

 

You can read the ShowDT variable, and if it's true then show certain elements, if it's false then show other elements. I use this to show things like side rails, lockdown bars, different flasher angles etc







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