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The VP 10.8 beta thread

VP VPX 10.8 beta Visual Pinball

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#101 hitman2304

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Posted 29 May 2023 - 08:29 AM

I noticed in latest beta tables not saving POV settings.


Edited by hitman2304, 29 May 2023 - 08:36 AM.


#102 jpsalas

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Posted 29 May 2023 - 08:40 AM

Here you can read more about the new ball in 10.8:

 

vpinball/Upgrading Table 10.8.md at master · vpinball/vpinball (github.com)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

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#103 wiesshund

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Posted 29 May 2023 - 10:35 AM

Here you can read more about the new ball in 10.8:

 

vpinball/Upgrading Table 10.8.md at master · vpinball/vpinball (github.com)

 

It mentions how reflections are done, but not the change in how the textures are rendered on the ball.

 

 

Edit

Actually, disregard, kind of, i just realized it is the OGL renderer doing that, but not the DX9

 

Some of my tables will need light and reflection updates though for 10.8
Some of my lights are now nuclear bright, and some playfields are too much like a mirror, which is a wee bit distracting.


Edited by wiesshund, 29 May 2023 - 10:50 AM.

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#104 Slydog43

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Posted 29 May 2023 - 10:45 AM

I have seen a table that had a completely white circle in it and the ball was just about white also.  Sorry can't remember the table, but will check out batman and see if its similar.



#105 Gravy

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Posted 29 May 2023 - 11:05 AM

 

 

Is the ball being rendered darker in 1189? Or maybe this is a side effect of the ball image reflection being flipped if that's still an issue? I am getting some black ghosting/trailing on some tables - Bord's latest Stingray is very noticeable. I can't pick it up in screenshots, so I guess it is my monitor. But I do see that the bottom of the ball in 10.8 is much blacker in shadows compared to earlier version...I don't see the ghosting/blur there. You can see the ball become much blacker as it falls from top of table where I guess there are more lights to bottom middle.

yeah there is something not quite right with the ball still but it may be because previously the ball reflection was actually physically incorrect in older VPX version and table designers have been compensating with a ball texture that tended to correct the issue to some degree (but that now looks a little strange). I think the orientation of the reflection is correct but the underside of the ball seems dark and we can see more of the darker side, which has no reflection of the table surface so looks odd (if the playfield was able to be reflected in the ball I think this would correct the issue).

Stingray does not seem to be using a defined ball texture but I think it is instead using environment_overhead_vpx.hdr (someone correct me if I'm wrong as I don't quite understand where this texture is defined as there is nothing listed in the properties/ball image ).

I'm not sure if this is an inbuilt texture in VPX??

There is also a problem with that texture in Beta 2 as it doesn't quite wrap correctly and results in a noticeable thin black seam where the texture wraps at between the two poles of the ball (visible on 1080p with no AA at least, might be less noticeable on other screens).


 

 

 

Playfield is reflected in the ball, or can be anyways.

There is something different about ball textures though.

I noticed on a few tables that have fantasy ball textures, ball looks like a meteor or other things, by using custom texture plus decals, that the textures were sort of ruined in 10.8

 

Hmmm...  I don't think I had ever really noticed that or perhaps had it disabled but yes you are certainly correct after checking it out and changing a few graphics settings.

Perhaps switching the spherical setting on or off under the ball options will help with with those fantasy ball textures?

Regarding the visible ball seam in Bord's Stingray table that I mentioned earlier, here's an image showing what I mean. This is perhaps a problem when the ball doesn't have a defined texture but instead uses an environment emission image instead.

Attached File  ballseam.jpg   62.84KB   7 downloads


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#106 Drybonz

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Posted 29 May 2023 - 11:42 AM

I noticed in latest beta tables not saving POV settings.

 

I had an open bug ticket on github about light emissions settings in the legacy interactive editor.  It was closed and most of it was fixed, but it still doesn't save the emission settings when you close it.  You have to manually change them in the light settings tab.


 This is perhaps a problem when the ball doesn't have a defined texture but instead uses an environment emission image instead.

 

Hey Gravy... do you have a default ball image set in your global video options?  If not, does it make any difference if you add one?



#107 hitman2304

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Posted 29 May 2023 - 12:13 PM

 

I noticed in latest beta tables not saving POV settings.

 

I had an open bug ticket on github about light emissions settings in the legacy interactive editor.  It was closed and most of it was fixed, but it still doesn't save the emission settings when you close it.  You have to manually change them in the light settings tab.


 This is perhaps a problem when the ball doesn't have a defined texture but instead uses an environment emission image instead.

 

Hey Gravy... do you have a default ball image set in your global video options?  If not, does it make any difference if you add one?

 

Not only light settings are not saved but in many tables also table position is not saved. I'm ussing Legacy mode, i don't if others views working correctly.


Edited by hitman2304, 29 May 2023 - 12:15 PM.


#108 Gravy

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Posted 29 May 2023 - 12:24 PM

 

 This is perhaps a problem when the ball doesn't have a defined texture but instead uses an environment emission image instead.

 

Hey Gravy... do you have a default ball image set in your global video options?  If not, does it make any difference if you add one?

 

Yes, the problem only exists if the ball is not given a texture and instead uses just environment emission image. Adding a ball image either through "overwrite ball image" or by setting the ball texture in "Properties/Table/Visuals/Ball/Ball Image" shows no similar issue.

I also tried with default new table and set up the ball with just an environment emission image included with the default table and issue is also evident there.

Have reported at https://github.com/v...ball/issues/525


Edited by Gravy, 29 May 2023 - 10:49 PM.

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#109 Drybonz

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Posted 29 May 2023 - 08:55 PM

I think I ran into one of the tables that was affected by the changes in playfield transparency (VPW's Defender).  The playfield is now invisible.  I read something about this but can't remember what the fix was for it.



#110 rashoultes

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Posted 30 May 2023 - 04:28 AM

Hey I am a relative newb but have learned a lot the last 6 months and have taken the plunge with 10.8 beta 2

Could someone explain how to use the new “Window Projection” POV settings? They can be found here… https://github.com/v...ndow-projection

For example for Player X am I measuring from my eyes to the bottom of the playfield? What do I measure for Player Y? Player Z?

#111 Gravy

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Posted 30 May 2023 - 06:04 AM

Hey I am a relative newb but have learned a lot the last 6 months and have taken the plunge with 10.8 beta 2

Could someone explain how to use the new “Window Projection” POV settings? They can be found here… https://github.com/v...ndow-projection

For example for Player X am I measuring from my eyes to the bottom of the playfield? What do I measure for Player Y? Player Z?

Its taking me a bit to get my head around it too after looking at that document. But X is only useful for if you are standing offset to the left or right of the cabinet (unlikely play position).
 
Y is the distance to the bottom of the front of the virtual playfield  (not the screen, horizontal distance not diagonal distance)
Z is your eye height above the bottom of the front of the virtual playfield  (not the screen, vertical distance not diagonal)

That's my understanding, I could be wrong. I think the green line of the window projection is confusing for us non coder types so would need someone to explain that a bit further.

 


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#112 fripounet

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Posted 30 May 2023 - 07:59 AM

Hey I am a relative newb but have learned a lot the last 6 months and have taken the plunge with 10.8 beta 2

Could someone explain how to use the new “Window Projection” POV settings? They can be found here… https://github.com/v...ndow-projection

For example for Player X am I measuring from my eyes to the bottom of the playfield? What do I measure for Player Y? Player Z?

it would have been easier to enter only the height of the player in the editor. , since the pf is a constant



#113 Rajo Joey

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Posted 30 May 2023 - 10:10 AM

I think I ran into one of the tables that was affected by the changes in playfield transparency (VPW's Defender).  The playfield is now invisible.  I read something about this but can't remember what the fix was for it.

I test this table with the v1198 in VR and it looks fantastic; also the reflections. If the issue for you is the reflection, try it with lower settings in the visual settings in the properties of "Table1"


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#114 Drybonz

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Posted 30 May 2023 - 12:24 PM

If the issue for you is the reflection, try it with lower settings in the visual settings in the properties of "Table1"

 

The issue is that one day I opened the table and there was no playfield.  The previous time I had played this table everything was normal.

 

Defender.png


Edited by Drybonz, 30 May 2023 - 12:25 PM.


#115 Slydog43

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Posted 30 May 2023 - 03:54 PM

I have rebuild my main VR rig and finally got around to trying VPX VR on it.  Trying with the latest 10.8 GL beta x86, but I have lots of stutters and things.  It was running great last year with 10.7 (I think it was 10.7 GL build).  I don't have that rig anymore so I can't go back and test that one again sadly.  Is anyone else seeing some slowdown with the latest GL build?  Will start turning off things like vPinMAM external,etc next.  Is anyone running the latest GL without issues?



#116 flupper1

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Posted 30 May 2023 - 05:36 PM

For me it runs just fine with for example the latest version of my totan. Be sure to lower the supersampling slider in vpx.

#117 wiesshund

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Posted 30 May 2023 - 06:26 PM

 

If the issue for you is the reflection, try it with lower settings in the visual settings in the properties of "Table1"

 

The issue is that one day I opened the table and there was no playfield.  The previous time I had played this table everything was normal.

 

Defender.png

 

 

I can only tell you that it is the script doing it.

Start table you see it shows up normal for a moment, until the script initializes a certain part. then table playfield vanishes

 

If we could line by line debug, then you could step through the script up to the point the playfield vanishes
and identify what initiates the issue and then see why


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#118 Drybonz

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Posted 30 May 2023 - 06:44 PM

 I can only tell you that it is the script doing it.

 

I don't think the script has changed since the last time I played it though.



#119 wiesshund

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Posted 30 May 2023 - 07:02 PM

 

 I can only tell you that it is the script doing it.

 

I don't think the script has changed since the last time I played it though.

 

 

open script editor

click someplace in the script, press control A

then control X

 

now start the table, just do not click save

 

notice playfield is visible?

 

So question is, what is the script doing at the point it becomes invisible?
once you know that, then you can look at why


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#120 studlygoorite

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Posted 30 May 2023 - 07:17 PM

I have rebuild my main VR rig and finally got around to trying VPX VR on it.  Trying with the latest 10.8 GL beta x86, but I have lots of stutters and things.  It was running great last year with 10.7 (I think it was 10.7 GL build).  I don't have that rig anymore so I can't go back and test that one again sadly.  Is anyone else seeing some slowdown with the latest GL build?  Will start turning off things like vPinMAM external,etc next.  Is anyone running the latest GL without issues?

It looks like something changed with the VR builds after v1010, I no longer see a DMD on several tables because of it. Testing things out just now I found that for the DMD to work on these tables I now have to set my DmdDevice.ini to read "virtualDMD enabled=true" when I have a PinDMD3 that I use for VPX. The reason I say this is when I enable the virtual DMD I used to get bad lag but found that because the virtual DMD was located on my playfield (on my cab) that my video card was having issues, moving the virtual DMD to my backglass solved this problem, maybe your virtual DMD needs to be moved? and if it's not this, check that "Force Exclusive Full Screen Mode" is not selected for VR







Also tagged with one or more of these keywords: VP, VPX, 10.8, beta, Visual Pinball