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Diner VPX WIP


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#141 Ben Logan

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Posted 14 January 2017 - 07:31 PM

Tictox, any new Unity / Shaderbytes builds in the works? Your Elvis and Tommy are really special!

#142 tictox

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Posted 15 January 2017 - 09:43 AM

Im am gonna build a original table next , im actually in the process of developing some editor tools inside unity to make rapid prototyping table builds very easy. Anyway lets not derail this awesome diner thread .. man this table is looking so incredible. I have it on PA but obviously dont like the physics of PA .. so really looking forward to play this VPX version.



#143 flupper1

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Posted 15 January 2017 - 08:31 PM

This week's update:

- added the diverter on the right ramp

- added the backwall and another flasher, with shadow on the backwall

- added playfield shadows (very subtle, trying not to overdo it)

- added the sidewalls for FS and for DT

- added a missing part of the cup (handle)

- started with setting up the general illumination

- and since I still was not really satisfied with the inserts, I rerendered the arrow inserts

 

And there is still a lot to do before it will be finished, for instance:

- I want to redo the environment map

- some more GI to be added

- still some plastics missing or need the updated glass-layer-render-trick

- glowball needs to be updated to 10.2 tech level

- sounds: like drop sounds, gliding along rails, etc

- physics tuning

- a lot of coding still to do: flashers, ramp, diverter, ...

- background image for DT view

- coding for the B2S (clock, lights, etc) like in Tamoore's version

- I want to add the clock as an addon for the backwall, for people without a second/third screen

 

And now for some images...

These are newly made arrow insert textures:

screenshot001_t.png

 

I also rerendered the flasher cap, for a cleaner image:

dome0_t.png

 

This is a detailed shot of the new diverter and the backwall:

screenshot77_t.jpg

 

The desktop view with the new sidewalls:

screenshot76_t.jpg

 

And finally three images of the FS view: one with all insert lights on, one with all of them off and a little brighter view:

screenshot74_t.jpg

 

screenshot75_t.jpg

 

screenshot78_t.jpg



#144 robertms

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Posted 15 January 2017 - 08:37 PM

No words.. this is stupid good.


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#145 Ben Logan

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Posted 15 January 2017 - 09:10 PM

It's a masterpiece, Flupper! I love the way the light shines through the plastics -- both the transparent plastics and those with images.

#146 RustyCardores

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Posted 15 January 2017 - 09:40 PM

AMAZEBALLS!!!! ;)


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#147 TNT2

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Posted 15 January 2017 - 09:41 PM

Your attention to detail is amazing flupper. 



#148 rothbauerw

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Posted 15 January 2017 - 10:29 PM

Insane!



#149 parabolic

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Posted 15 January 2017 - 11:20 PM

Is that an ACTUAL VPX rendering? WOW!


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#150 jimmihenry

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Posted 16 January 2017 - 12:21 AM

So this is the next stage for graphics in VPX, or is somthing equal outthere?

This table must look outstanding on a big screen, imagine the fun with flashers

sound and ambientlight!

 

Nice work, you sure have my attention on this one :)!

 

P.S.: I need a cabinet!!!


Edited by jimmihenry, 16 January 2017 - 12:23 AM.


#151 legtod2

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Posted 16 January 2017 - 12:34 AM

Forgive my keeping in touch with reality, what pc specs will we need to push this glossy shiny imagary. The pictures look amazing !

Trying to keep in touch with what my cabinet can push with the great new tables that becomes available.

Any hints on pc/graphic card requirements to run this beauty ?

#152 flupper1

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Posted 16 January 2017 - 06:18 AM

Concerning performance, the minimum setup would be the latest core i7, 32gb of ram and 2 nvidia GTX 1080 Ti in SLI... Just kidding of course, all the performance intensive work is done in Blender and photoshop. On my cab it runs ~150 fps in 1920x1080 with 4xAA and fxaa both on (AO off), that is only slightly slower than Black Knight 2000. So if you can run that one properly, this one should run. My hardware is a three year old core i5 and a Nvidia GTX770. There are ofcourse a lot of highres textures (playfield is 2048x4417 for instance, but BK2K has that as well) and a lot of transparent primitives. We will see how it runs when it is released, but as said, if you can run BK2K, you should be fine.

#153 Drybonz

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Posted 16 January 2017 - 06:22 AM

It seems like it went a lot darker since the last screenshots... is that just the way it is set up, or is it baked in shadows?



#154 flupper1

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Posted 16 January 2017 - 06:43 AM

It seems like it went a lot darker since the last screenshots... is that just the way it is set up, or is it baked in shadows?


Is just the day night slider, since I am setting up the GI.

#155 StevOz

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Posted 16 January 2017 - 07:48 AM

No problem for my meagre 3 year old DT PC (core  i3 Haswell @3.4GHz/GTX660), BK2000 runs fine here with all settings enabled and fps to spare. :)

 

vps2.jpg

 

bk2000_t.jpg

 

Diner is looking crazy good... :)


Edited by StevOz, 16 January 2017 - 07:49 AM.

Files I have uploaded here...

 

http://www.vpforums....ownloads&mid=34


logoshort.gif


#156 Johngreve

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Posted 16 January 2017 - 01:43 PM

Just plain stunning Flupper!!

#157 vic viper

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Posted 16 January 2017 - 04:03 PM

im hungry lets eat


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#158 legtod2

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Posted 16 January 2017 - 04:21 PM

I'd be happy to test the table in its present form (drooling while I type this) ...;)

#159 senseless

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Posted 16 January 2017 - 04:28 PM

haha nice teasers flupper and great update!



#160 dark

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Posted 16 January 2017 - 04:32 PM

Concerning performance, the minimum setup would be the latest core i7, 32gb of ram and 2 nvidia GTX 1080 Ti in SLI... Just kidding of course, all the performance intensive work is done in Blender and photoshop. On my cab it runs ~150 fps in 1920x1080 with 4xAA and fxaa both on (AO off), that is only slightly slower than Black Knight 2000. So if you can run that one properly, this one should run. My hardware is a three year old core i5 and a Nvidia GTX770. There are ofcourse a lot of highres textures (playfield is 2048x4417 for instance, but BK2K has that as well) and a lot of transparent primitives. We will see how it runs when it is released, but as said, if you can run BK2K, you should be fine.

You can get significant performance boosts by combining dynamic primitives together and combining their texture maps into 1 texture map.  Even if you split transparent plastics into a couple groups it will still be considerably better than having all separate objects and texture maps for every transparent plastic.  This reduces the number of render calls for the game engine and therefore reduces the strain on performance.