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#1501 freneticamnesic

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Posted 13 March 2015 - 09:41 PM

Yea I didn't even think about it - I've always kind of assumed VW was a slug because of the conversion from VP9, but once you said Bugs Bunny was slower than others, combined with MB being slow, it kind of makes sense. Bugs was pretty much done in VP9 based on his WIP threads, and I don't know 100% if he started from scratch in VP10 or not, but I have to assume he just did a conversion. Three's a trend, they say....

 

Would be interesting if we could pinpoint the exact cause. It's probably a bunch of little things that add up to 1 big slowdown though



#1502 bent98

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Posted 13 March 2015 - 10:07 PM

Just to be clear. Bugs runs at 130 fps with Fxaa and 140+ without. Only when you run 4xaa does it drop below 60 fps so I am not sure if the VP 9 conversion theory holds true. I am not the one to answer that.

 

Another area to look into is porting pinmame over to 64 bit. Once this happens we can run a 64 bit version of VP. Sure there has to be some performance gains there as well.


Edited by bent98, 13 March 2015 - 10:14 PM.


#1503 freneticamnesic

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Posted 13 March 2015 - 10:16 PM

Fair enough. I didn't check FPS last night, it was smooth with FXAA when I played, but so is VW and MB, it's when you start cranking it up that the FPS drops. On sharkey's and other tables I get 70+ fps with 4xaa, but it's the stutter that kills me.

I don't recall ever getting over 120 fps with VW without any AA so that was my basis for performance, but on my two other tables I get over 120fps with FXAA

 

I'll check bugs tonight and see how it performs



#1504 unclewilly

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Posted 13 March 2015 - 10:54 PM

Mb is pretty much being redone from scratch right now. Just finished almost all the primitive plastics in fp/blender

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#1505 ReDEy3

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Posted 14 March 2015 - 01:21 AM

Mb is pretty much being redone from scratch right now. Just finished almost all the primitive plastics in fp/blender

UW, you are my hero.  Your MB table has been on of my favorites of all time.  I've never played the real table, but I feel as though I have through your recreation.  BIG thank you to you and all of the table authors and dev team for making VP10 a reality.  I've only been a VP member for 1 year now, and can truly tell the quality of the work being done through the care and attention that you all put into this.  If there was an Olympic event for this you'd all deserve gold!  Thank you for keeping pinball alive and going on for future generations!



#1506 sliderpoint

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Posted 14 March 2015 - 04:51 AM

The conversion conversation is an interesting one.  I'm working one (my only one) right now.  One thing I did find (and I'm curious of if anyone else did as well) is what i would call "corrupted" walls.  They would constantly show in the player with the pink color regardless of the material I applied to it.  It was always the top.  I believe it was only 3 or 4 walls altogether.  I just had to delete them and create new ones.  If that was common place and not just my table, that may support the conversions slow down theory.

 

-Mike 



#1507 freneticamnesic

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Posted 14 March 2015 - 04:54 AM

I wonder if that goes back to the colored walls of vp9, you could fix it by clicking it, ctrl+c, delete it, ctrl+v ... I haven't seen it yet in vp10 though (there was one revision that had transparent wall tops which may have been similar)



#1508 tymime

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Posted 14 March 2015 - 09:19 AM

So I decided to convert my WIP to VPX since it's looking so promising. Haven't tried building a table in years- this is really only my second one so far, so forgive me if I'm ignorant. It's a recreation of a Flash game (and a very rough one so far :x).

 

I've got several troubles I can't seem to fix. The colors for the materials and lights aren't showing up the way I'd like 'em, and the bumpers are effed up somehow. The base sticks up through the cap for some reason. Also (this is probably just me), I can't figure out how to make text decals transparent.

 

Can anyone take a look at the table and see what's going on?? I'm using rev 1838 at the moment.

 

https://www.mediafir...1b7kf2cgh9aas25


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#1509 unclewilly

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Posted 14 March 2015 - 10:04 AM

Im not home to look at the table.
for transparent decals. Rather then using a transparency color use an alpha channel.

Basically open in photoshop or gimp, cut the transparency color out of the image and save as png.

The bumpers in vp 10 are taller like a real bumper. So whatever you used as a bumper cap you just need to raise the height a bit. I cant remember off hand, but i believe the primitive bumper caps i use in monster bash are somewhere between 65 and 75 height.

If i have time ill check out the table after work

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Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#1510 Nidwin

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Posted 14 March 2015 - 10:29 AM

I'm still getting this error message when trying to run a table

 

Fatal error: HRESULT 8876086c at pin3d.cpp:227

 

I presume I'm missing a setting or something as when I fall back to version rev1773 everything is working fine.

 

I tried to save the table(s) as some said but this doesn't resolve anything

 

tables tested

mine wip

papa smurf

the table you get when clicking new table

Mopar Madness

 

Any ideas or suggesting would be welcome :love39:



#1511 ClarkKent

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Posted 14 March 2015 - 11:40 AM

@Clark, Unless I am doing something different then you, Sweetfx doesnt look anywhere near as good as 4xAA. Do Me a favor, just so we are comparing apples to apples. Take a screen shot of bugs bunny with 4AA on and then with your sweetfx settings. Post both screenshots.

I have to uninstall the Injector for screenshots - it's too much work for me at the moment to do all that.

 

But you can try this for yourself. Just load TOTAN in VP9.9 (TOTAN is the best as the playfield has a very fine and detailed artwork). Turn off any AA and look at the picture. Then turn on Quality FXAA and look at it again. FXAA makes the picture totally blurry. It's the same on VP10. FXAA is like a gaussian blur on the whole screen.

 

SMAA on the other side has the same effect on edges as FXAA but it does not make the whole screen blurry! All in all it's very similar to 4XAA. Most important is that SMAA is not very demanding, so you can get better fps than 4XAA with a similar picture quality. For sure, 4XAA would be the best but SMAA is the best alternative.



#1512 bent98

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Posted 14 March 2015 - 11:46 AM

Post a screenshot of bugs with sweet fx enabled

#1513 Hysteric

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Posted 14 March 2015 - 12:28 PM

Managed to make the table that's created when you hit New Table crash by getting 5 balls going in at once and then losing them all. Generic "this program has encountered a problem and needs to close". :/



#1514 Slydog43

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Posted 14 March 2015 - 12:49 PM

clarkkent, can you post your injector ini file (or sweetfx configuration) please, I would like to play with this.



#1515 Argo

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Posted 14 March 2015 - 02:13 PM

@Slydog43 and all the Others interested in SweetFX, there is a thread I've opened about this:

http://www.vpforums....showtopic=27131

maybe it's better to discuss these things here to not go too off topic.



#1516 maestro300

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Posted 14 March 2015 - 03:58 PM

It has come to my attention that the keyboard plunger does not work well because the analog (enable mechanical plunger) does. I never got into VP9 much because of similar issues.

 

Hey-- probably doesn't really matter but when running a solenoid test between the real and VP version-- the drop target reset is out of order.   See videos.   Yeah the pinball playfield is a mess-- I have a replacement playfield for it but haven't gotten the courage to move everything over yet.

 

 


Edited by maestro300, 14 March 2015 - 04:09 PM.


#1517 mfuegemann

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Posted 14 March 2015 - 04:15 PM

Hi Sliderpoint,

 

that issue should have been cleared with rev1786. I put this into the Bug tracker a while ago.

 

Michael



#1518 vampirolatino2

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Posted 14 March 2015 - 06:40 PM

 

@Clark, Unless I am doing something different then you, Sweetfx doesnt look anywhere near as good as 4xAA. Do Me a favor, just so we are comparing apples to apples. Take a screen shot of bugs bunny with 4AA on and then with your sweetfx settings. Post both screenshots.

I have to uninstall the Injector for screenshots - it's too much work for me at the moment to do all that.

 

But you can try this for yourself. Just load TOTAN in VP9.9 (TOTAN is the best as the playfield has a very fine and detailed artwork). Turn off any AA and look at the picture. Then turn on Quality FXAA and look at it again. FXAA makes the picture totally blurry. It's the same on VP10. FXAA is like a gaussian blur on the whole screen.

 

SMAA on the other side has the same effect on edges as FXAA but it does not make the whole screen blurry! All in all it's very similar to 4XAA. Most important is that SMAA is not very demanding, so you can get better fps than 4XAA with a similar picture quality. For sure, 4XAA would be the best but SMAA is the best alternative.

 

 

Blurfest indeed



#1519 The Loafer

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Posted 14 March 2015 - 06:41 PM

I am trying to get a better understanding of what each option does and what the information we see actually means.  in the attached screenshot, you can see the stats I get on Frens Starkey's Shootout.  So:

 

1 - What does the period stat mean?  If I put on 4xAA, the number goes much higher.  Does a higher number lead to more lag?  Is there a target number we should be aiming for?

 

2 - is the "adaptive vsync" option located under the table properties the same as "FPS limiter" located under "preferences/video options"?  I assume "yes", the table properties overrides the preferences/video option.  If yes, I really recommend this be renamed the same on both screens.

 

3 - is the antialiasing option located under the table properties the same as "Enable 4Xantialiasing " located under "preferences/video options"?  I assume "yes", the table properties overrides the preferences/video option.  If yes, I really recommend this be renamed the same on both screens.

 

4 - on that same issue, the table properties option FXAA, does it represent Fast, quality or extreme FXAA?

 

side note:  Its really cool you guys provide so many options adjustable on a per table basis! 

 

5 - Under the preferences/video options, I would think the choice should be to choose one of either Fast, Quality or extreme FXAA, not 2 or 3 of these at the same time.  Should this item not be forced to only select one of the 3?  ie if you have fast selected and you select extreme, then fast automatically gets unselected

Attached Files


Edited by The Loafer, 14 March 2015 - 06:44 PM.


#1520 Shockman

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Posted 14 March 2015 - 07:23 PM

 

It has come to my attention that the keyboard plunger does not work well because the analog (enable mechanical plunger) does. I never got into VP9 much because of similar issues.

 

Hey-- probably doesn't really matter but when running a solenoid test between the real and VP version-- the drop target reset is out of order.   See videos.   Yeah the pinball playfield is a mess-- I have a replacement playfield for it but haven't gotten the courage to move everything over yet.

 

 

As far as I know it does no make a difference. With VP9 more were off. For Physmod 5 version I finally changed them to be in order per test. In the VPX version they are out of order again. I't's an easy fix that will we done before the beta cycle is done.

 

The plunger problem is unrelated. It actually works pretty good the way it is. It's suppose to be held, not ride the plunger down, but In order to get proper physics, non disastrous I might say, I went with this. It' a sound, physically, simulation of a table that would have the holder missing. 


Edited by Shockman, 14 March 2015 - 07:25 PM.






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