Jump to content



Photo
* * * * * 12 votes

Dev thread: Road to DX9


  • Please log in to reply
2087 replies to this topic

#1901 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 22 April 2014 - 06:52 AM

This may be a new problem as I have not played this table recently, but I am seeing an issue with the out lanes on Seawitch.      The rollover wire is not showing up.    I do see it briefly as the ball rolls over it.    Is this a depth setting problem?    Anyone else seeing this on there cab?

 

It's not new, but it seems it hasn't been reported so far (that I remember).

 

To fix it, the objects in the lanes need their height adjusted:

Walls (swXXa): Bottom Height 0.5  Top Height 1

Ramps: Top Height 0.8 Bottom Height 0.8

 

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

 

Everyone getting stutter, the first thing to check is always the average and maximum frame times on the F11 display. Are they reasonably constant? Also, at 60fps you probably won't get smooth gameplay due to the bugs in the VP9 physics engine.



#1902 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 22 April 2014 - 07:37 AM

problem is mukuste that always the f11 fps menu flickers like crazy never stands still so i can not check !!

 

also what i noticed is sometimes i switch back to 9.2.1 then back to dx9 testes just changing name op VPinball.exe

i noticed when switching between the two if i set flippersettings at table level then i will loose the settings when going to other version

of exe are those setting stored in windows register so i can save them ??


Edited by boiydiego, 22 April 2014 - 07:41 AM.

boiydiego___gebruik-n2kbkyc.png


#1903 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 22 April 2014 - 07:55 AM

Try a windowed mode to check the F11 display better.

 

9.2.1 and DX9 use two different registry locations, so they do not share their settings. Check HKCU\Software\Visual Pinball\DX9\.
 



#1904 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 22 April 2014 - 08:06 AM

do you mean fullscreen window mode mukuste?


boiydiego___gebruik-n2kbkyc.png


#1905 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 22 April 2014 - 08:10 AM

No, I mean a smaller window size so that you can read the display.



#1906 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 22 April 2014 - 09:03 AM

ok will try that when home from work..


boiydiego___gebruik-n2kbkyc.png


#1907 DJRobX

DJRobX

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 941 posts
  • Location:Valencia, CA

  • Flag: United States of America

  • Favorite Pinball: F14 Tomcat

Posted 22 April 2014 - 02:48 PM

For me WCS94 is the most demanding of the other table, I set VSync to 60.

 

You shouldn't use e vsync of 60 in VP9.     It messes with the physics, and shots become very inaccurate.  Mukuste fixed the vsync issue in the new physics engine.   120 is probably a good minimum for VP9

 

And yes, there's something about the ball launch of WCS 94 that is extremely slow in the DX9 version.    Immediately after I launch the ball, the frame render times jump up to 40-50ms on my cab.  Once ball gets out onto the playfield it drops down to 4-5ms and everything's fine.    There's a flasher that goes off that might have something to do with it, but the DX9 version usually has no trouble with things like that.


Edited by DJRobX, 22 April 2014 - 02:53 PM.


#1908 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 22 April 2014 - 03:20 PM

 

For me WCS94 is the most demanding of the other table, I set VSync to 60.

 

You shouldn't use e vsync of 60 in VP9.     It messes with the physics, and shots become very inaccurate.  Mukuste fixed the vsync issue in the new physics engine.   120 is probably a good minimum for VP9

 

And yes, there's something about the ball launch of WCS 94 that is extremely slow in the DX9 version.    Immediately after I launch the ball, the frame render times jump up to 40-50ms on my cab.  Once ball gets out onto the playfield it drops down to 4-5ms and everything's fine.    There's a flasher that goes off that might have something to do with it, but the DX9 version usually has no trouble with things like that.

 

will try at 120hz this evening will report back , also apollo13 has the 13ball stutter also not fixed.and t2chrome still has the lines in playfield. overall score MUSKUSTE DID A GREAT JOB !


Edited by boiydiego, 22 April 2014 - 03:21 PM.

boiydiego___gebruik-n2kbkyc.png


#1909 naboodiver

naboodiver

    Enthusiast

  • Platinum Supporter
  • 400 posts
  • Location:East Tennessee and former Hoosier

  • Flag: United States of America

  • Favorite Pinball: Scared Stiff, Attack from Mars, Indiana Jones, Addams Family

Posted 22 April 2014 - 08:11 PM

 

This may be a new problem as I have not played this table recently, but I am seeing an issue with the out lanes on Seawitch.      The rollover wire is not showing up.    I do see it briefly as the ball rolls over it.    Is this a depth setting problem?    Anyone else seeing this on there cab?

 

It's not new, but it seems it hasn't been reported so far (that I remember).

 

To fix it, the objects in the lanes need their height adjusted:

Walls (swXXa): Bottom Height 0.5  Top Height 1

Ramps: Top Height 0.8 Bottom Height 0.8

 

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

 

Everyone getting stutter, the first thing to check is always the average and maximum frame times on the F11 display. Are they reasonably constant? Also, at 60fps you probably won't get smooth gameplay due to the bugs in the VP9 physics engine.

 

 

 

Thanks Mukuste.    I will try these setting when I get home today.     I was messing with be ramps only over the weekend but was not getting a good result.    I did not think about the walls needing adjustments too.    Thanks for pointing me to the solution.



#1910 slashbot

slashbot

    Enthusiast

  • Members
  • PipPipPip
  • 337 posts
  • Location:Ghent

  • Flag: Belgium

  • Favorite Pinball: Scared stiff on vp,Highspeed 2,Fish Tales,T2,Circus Voltaire,Congo

  • 360 Gamer Tag: slashbot

Posted 22 April 2014 - 09:29 PM

Some balls look ugly, on most tables i change the ball and put a nice decal on it.
But thats my own taste others dont like it.


Sent from my iPad using Tapatalk HD

r0sqir-4.pngslashbot.jpgttzReplay.gif

Cabinet Bally Radical - setup 40'' Sony Led for playfield, 32''Led LG for Backglass, LCD screen for DMD, running LEDwiz32 12v setup with DOF and boosterboard to power toys 2x Siemens contactors for flipper feedback -2e audiocard + subwoofer setup to emulate VP flippersounds and vibration in cab (sounds fantastic) 1x red police light flasher.Lots of 5050 RGB Ledstrips bottom,back,top. 1x HUD-G for digital nudge all

Check my Visual Pinball cabinet highscores: HERE

TPA artwork resources gallery here


#1911 Pinhead22

Pinhead22

    PinHead

  • Silver Supporter
  • 438 posts
  • Location:Boise, ID

  • Flag: United States of America

  • Favorite Pinball: Banzai Run, STTNG, Black Knight 2K, 2001

Posted 22 April 2014 - 09:44 PM

What is the best solution for a frame limiter using an nVidia card? All the tables I have tried with the new test15 are working great!! Many thanks!!!!


Edited by Pinhead22, 22 April 2014 - 09:44 PM.


#1912 naboodiver

naboodiver

    Enthusiast

  • Platinum Supporter
  • 400 posts
  • Location:East Tennessee and former Hoosier

  • Flag: United States of America

  • Favorite Pinball: Scared Stiff, Attack from Mars, Indiana Jones, Addams Family

Posted 22 April 2014 - 11:12 PM

 

 

This may be a new problem as I have not played this table recently, but I am seeing an issue with the out lanes on Seawitch.      The rollover wire is not showing up.    I do see it briefly as the ball rolls over it.    Is this a depth setting problem?    Anyone else seeing this on there cab?

 

It's not new, but it seems it hasn't been reported so far (that I remember).

 

To fix it, the objects in the lanes need their height adjusted:

Walls (swXXa): Bottom Height 0.5  Top Height 1

Ramps: Top Height 0.8 Bottom Height 0.8

 

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

 

Everyone getting stutter, the first thing to check is always the average and maximum frame times on the F11 display. Are they reasonably constant? Also, at 60fps you probably won't get smooth gameplay due to the bugs in the VP9 physics engine.

 

 

 

Thanks Mukuste.    I will try these setting when I get home today.     I was messing with be ramps only over the weekend but was not getting a good result.    I did not think about the walls needing adjustments too.    Thanks for pointing me to the solution.

 

Worked like a charm... Thank you.    I applied the same fix to table Pinball Pool and Mario World


Edited by naboodiver, 23 April 2014 - 01:29 AM.


#1913 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 23 April 2014 - 06:27 AM

Some balls look ugly, on most tables i change the ball and put a nice decal on it.
But thats my own taste others dont like it.


Sent from my iPad using Tapatalk HD

 

theres indeed something with the ball decals like its vibrating when looking at it dont see that in vp9.2.1 ..


boiydiego___gebruik-n2kbkyc.png


#1914 hdiaz11

hdiaz11

    Hobbyist

  • Members
  • PipPip
  • 24 posts

  • Flag: ---------

  • Favorite Pinball: flight 2000

Posted 23 April 2014 - 11:30 AM

What is the best solution for a frame limiter using an nVidia card? All the tables I have tried with the new test15 are working great!! Many thanks!!!!

 

For me, in test 15 I  put a frame in auto.  All tables are fine except bk2k fs 1.0 (by Melon) this table crash in the middle of the play , in test 13 the tables like cactus cayon ,

whitewater, medial madness and similar i had a lot of ball stutter my configuration is win7 x64, 8 gm ram, gforce 760 .

 

regards



#1915 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 23 April 2014 - 02:37 PM

 

For me WCS94 is the most demanding of the other table, I set VSync to 60.

 

You shouldn't use e vsync of 60 in VP9.     It messes with the physics, and shots become very inaccurate.  Mukuste fixed the vsync issue in the new physics engine.   120 is probably a good minimum for VP9

 

And yes, there's something about the ball launch of WCS 94 that is extremely slow in the DX9 version.    Immediately after I launch the ball, the frame render times jump up to 40-50ms on my cab.  Once ball gets out onto the playfield it drops down to 4-5ms and everything's fine.    There's a flasher that goes off that might have something to do with it, but the DX9 version usually has no trouble with things like that.

 

Just tried again WCS94, the time frame remained constant at 8 ms, with Vsync to 120, no stuttering.
Maybe because I left the table on standby for a long time in the meantime I was reading the forum posts.
One thing I noticed, the ball seems to dematerialize as it passes over the lights, this also happens with other tables.

 

Max



#1916 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 23 April 2014 - 03:49 PM

 

 

For me WCS94 is the most demanding of the other table, I set VSync to 60.

 

You shouldn't use e vsync of 60 in VP9.     It messes with the physics, and shots become very inaccurate.  Mukuste fixed the vsync issue in the new physics engine.   120 is probably a good minimum for VP9

 

And yes, there's something about the ball launch of WCS 94 that is extremely slow in the DX9 version.    Immediately after I launch the ball, the frame render times jump up to 40-50ms on my cab.  Once ball gets out onto the playfield it drops down to 4-5ms and everything's fine.    There's a flasher that goes off that might have something to do with it, but the DX9 version usually has no trouble with things like that.

 

Just tried again WCS94, the time frame remained constant at 8 ms, with Vsync to 120, no stuttering.
Maybe because I left the table on standby for a long time in the meantime I was reading the forum posts.
One thing I noticed, the ball seems to dematerialize as it passes over the lights, this also happens with other tables.

 

Max

i also have seen the dematerialize , gone try at 120 this evening ..


boiydiego___gebruik-n2kbkyc.png


#1917 Les73gTx

Les73gTx

    Preschooler

  • Members
  • PipPipPipPip
  • 523 posts
  • Location:Maine

  • Flag: United States of America

  • Favorite Pinball: Power Play, BoP, JackBot, MM, AFM, CV, MB,Champions Pub, CftBL, ToM, and Many More

  • PS3 Gamer Tag: LCT0819, Les73gtx
  • 360 Gamer Tag: PissPoorShot

Posted 24 April 2014 - 06:19 AM

One thing I noticed, the ball seems to dematerialize as it passes over the lights, this also happens with other tables.

 

Max

 

 

 I have this happening with all tables and none seem to stand out more than any other. The Ball just looks like it is not 100% there all the time as it becomes ghost like in appearance, transparent if you will. Some tables are worse than others like WCS. Also the AA ball setting is not changing anything either on or off the ball looks really rough on the edges. Test 14 has this a little and it is when I first noticed it but this really seems to stand out in test 15. 

 

 thanks for the dedication to the community and the project ... love to see the hard work come together.


les73gtx___atomicpin-pc.png
                                                                      


#1918 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 24 April 2014 - 06:55 AM

Can somebody provide a screenshot of these ball ghosting issues?

 

Another question: text reels, does anybody actually use the things? After a few minutes of messing around I couldn't get them to work even in VP 9.2.1. I guess I was doing it wrong. So if anybody could provide an example, it would be useful.



#1919 boiydiego

boiydiego

    Pinball Fan

  • Members
  • PipPipPipPip
  • 978 posts
  • Location:baal

  • Flag: Belgium

  • Favorite Pinball: flinstones,t2 chrome edition,wcs,afm,fish tales,medieval,rollercoaster tycoon,taxi

Posted 24 April 2014 - 07:10 AM

One thing I noticed, the ball seems to dematerialize as it passes over the lights, this also happens with other tables.

 

Max

 

 

 I have this happening with all tables and none seem to stand out more than any other. The Ball just looks like it is not 100% there all the time as it becomes ghost like in appearance, transparent if you will. Some tables are worse than others like WCS. Also the AA ball setting is not changing anything either on or off the ball looks really rough on the edges. Test 14 has this a little and it is when I first noticed it but this really seems to stand out in test 15. 

 

 thanks for the dedication to the community and the project ... love to see the hard work come together.

all things you sayed i also have PLEASE muskute look into this the dematerialize ball is realy not nice to see and totaly not a problem 9.2.1 final has .. and the textreels i dont use them . iam not home now if nobody sends a picture i will upload video of the dematerializing ball ,

i have not tested it with the other test betas but with test15a all tables have the dematerialize.


Edited by boiydiego, 24 April 2014 - 07:18 AM.

boiydiego___gebruik-n2kbkyc.png


#1920 kiwi

kiwi

    Pinball Fan

  • VIP
  • 2,672 posts

  • Flag: Italy

  • Favorite Pinball: Star Trek 25th Anniversary



Posted 24 April 2014 - 04:29 PM

This problem seems inherited from the DX7 (VPinball9.2rev755) with the introduction of the box "Update Regions" in the ramps property panel.
Save as default setting of a ramp, not working properly, always remains the same.
From what I can understand, VP writes incorrect values ​​in the registry, in fact if I modify the registry values ​​manually, I get the changes you want.

 

Thanks

 

Max