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Dev thread: Road to DX9


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#1921 mukuste

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Posted 24 April 2014 - 05:07 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.

 

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Max

 

Sorry, I do not understand... there is no "Update Regions" setting in DX9.



#1922 kiwi

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Posted 24 April 2014 - 07:04 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

 

Sorry, I do not understand... there is no "Update Regions" setting in DX9.

 

Sorry, Update Regions has nothing to do, it's just a new option added to the panel property of the revision 755, just for the record.
 

When I right-click on a ramp and I click "Set as Default", VP should be saved in the registry the setting of the ramp , and if later I put another ramp in the table, it should have the same characteristics, example, solid, invisible, etc.
When I put a new ramp in the table, this is always Alpha, visible etc.

 

Max


Edited by kiwi, 24 April 2014 - 07:12 PM.


#1923 Les73gTx

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Posted 25 April 2014 - 03:08 AM

Can somebody provide a screenshot of these ball ghosting issues?

.
.
I am working on some videos that I recorded at 120fps to try and show this issue. I am using Windows Movie Maker Live to slow them down to .125 of actual speed. One small problem is the video becomes 32 minutes long and somewhere around 3gb in size ... so it is taking longer than expected. I hope I can get it to YouTube or I might have some space on my Skydrive. Drop box is full but as a last resort I will move some pictures from there.

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#1924 kiwi

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Posted 25 April 2014 - 09:27 AM

 

 

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

 

Sorry, I do not understand... there is no "Update Regions" setting in DX9.

 

Sorry, Update Regions has nothing to do, it's just a new option added to the panel property of the revision 755, just for the record.
 

When I right-click on a ramp and I click "Set as Default", VP should be saved in the registry the setting of the ramp , and if later I put another ramp in the table, it should have the same characteristics, example, solid, invisible, etc.
When I put a new ramp in the table, this is always Alpha, visible etc.

 

Max

 

This is the registry and the panel of the ramp, set as default.
If I set the ramp with different values ​​for example I want a solid ramp, VP saves in the register always the same parameters as in the image.
Changing directly in the register by putting zero or one, the next ramp that I put in the table have the values ​​that I want.
What does not work for me are the boxes selectable
:

 

Apply Image to Walls

Enable Lighting for Image

Shadows

Visible

Solid

Acrylic

Alpha

Etc......

 

registro.png

 

Thanks

 

Max



#1925 marco helmink

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Posted 25 April 2014 - 01:50 PM

Where can i disable 4xMSAA ???????????

 

Sorry 



#1926 boiydiego

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Posted 25 April 2014 - 01:54 PM

in your settings in nvidea menu


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#1927 Les73gTx

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Posted 25 April 2014 - 03:57 PM

 Alright after a couple of failed attempts to get the video uploaded I have managed to get it on my Dropbox.

 

I first noticed this in DX9 Test 14 but I was not sure I was seeing something real or something I had introduced in my settings. After getting all my tables adjusted the way I like them I updated to DX9 test 15 and that is when I really decided that it was an issue, and the fact that others are seeing the same thing I decided I would post my findings

.

 Computer Specs; AMD A10 running 4.0ghz, 8gig Memory, Nvidia GTX 660TI for PF and BG, Nvidia GTX 560TI for the DMD, 120gig SSD, Windows 7 64Bit

 

Current VP Settings

Full screen windowed, Enable Quality FXAA, at full screen anti-stretch the ball, Draw Ball Shadows, Antialias Ball, Reflect Ball on Playfield, Ball Trails/Motion Blur, Force Anisotropic Texture Filtering, all set to ON. … Adaptive set to 120Hz, Max prerendered frames 2, Max Texture Dimension Unlimited, and Alpha Ramp Accuracy set all the way to Right. On all (Except the Flintstones I forgot to change) tables I have set the Ball reflect strength to 150 and the motion blur/trails to 170

 

Now with that said … on the Flintstones there are 2 videos and both had the ball reflect and blur set to default of 50 for reflect and 100 for blur (I forgot to adjust manually) In the first Flintstones the AA Ball is on and the second AA ball is off.

 

I took the video with an Iphone 5 on the slow motion setting that records at 120 FPS at resolution of 720 (the slow motion is a on phone app only as the video when transferred to the computer plays normal) then used windows live movie maker to slow it down to .125. Except for WCS that I recorded with my android, the Galaxy S3 records at 1080 at 30 FPS and when slowed down does not capture the high speed of the ball or flippers.

 

Because I was taking so long to get this done I did not take out any of the "no Ball in sight" during the video so at slow playback there are some parts that look like nothing is going on ... Sorry

 

I hope this helps to see what is going on … after watching it a few times I was able to see some points of interest … Video time 1:45 to about 2:40 AA Ball is on;… 4:20 to 5:55 AA Ball is off; … 19:50 … 22:15 … 25:40

 

My opinion of what I am seeing … a reflection of the playfield onto the lower half of the ball that is not reversed so it makes the ball look transparent on the lower half. Not all balls are the same I assume as the ball on CV is a little different on the bottom and seems to have no reflection there.

 

https://www.dropbox....6pq2/WtEsKu1BkE

 


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#1928 lio

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Posted 25 April 2014 - 05:00 PM

without looking at the video:
as far as i remember so far there is no option to mirror the playfield into the ball... some ball images create the illusion of 'somthings reflects' by using ball images that have transparent areas so you can actually see the playfield THROUGH them which is probably what you are seeing there.

#1929 Les73gTx

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Posted 25 April 2014 - 05:17 PM

without looking at the video:
as far as i remember so far there is no option to mirror the playfield into the ball... some ball images create the illusion of 'somthings reflects' by using ball images that have transparent areas so you can actually see the playfield THROUGH them which is probably what you are seeing there.

https://www.dropbox....osting ball.png

 

There is a good screenshot from the video I took ... I understand it is hard to watch the video as the size and quality has to be maintained to see what we are trying to show .... I think if you can zoom in and look at this snapshot example, it clearly shows a reflection from the playfield but it is just not mirrored to me ... EDIT ... I now think that lio is correct as the more I look at it you can SEE THROUGH the ball almost completely.

 

lio,

 I am not disagreeing with you one bit as the comment you offer I have also considered and could very well be happening. Thanks for your input and the question still remains as to why it is so noticeable in this Test 14 and test 15 most of all


Edited by Les73gTx, 25 April 2014 - 05:20 PM.

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#1930 boiydiego

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Posted 25 April 2014 - 05:21 PM

 Alright after a couple of failed attempts to get the video uploaded I have managed to get it on my Dropbox.

 

I first noticed this in DX9 Test 14 but I was not sure I was seeing something real or something I had introduced in my settings. After getting all my tables adjusted the way I like them I updated to DX9 test 15 and that is when I really decided that it was an issue, and the fact that others are seeing the same thing I decided I would post my findings

.

 Computer Specs; AMD A10 running 4.0ghz, 8gig Memory, Nvidia GTX 660TI for PF and BG, Nvidia GTX 560TI for the DMD, 120gig SSD, Windows 7 64Bit

 

Current VP Settings

Full screen windowed, Enable Quality FXAA, at full screen anti-stretch the ball, Draw Ball Shadows, Antialias Ball, Reflect Ball on Playfield, Ball Trails/Motion Blur, Force Anisotropic Texture Filtering, all set to ON. … Adaptive set to 120Hz, Max prerendered frames 2, Max Texture Dimension Unlimited, and Alpha Ramp Accuracy set all the way to Right. On all (Except the Flintstones I forgot to change) tables I have set the Ball reflect strength to 150 and the motion blur/trails to 170

 

Now with that said … on the Flintstones there are 2 videos and both had the ball reflect and blur set to default of 50 for reflect and 100 for blur (I forgot to adjust manually) In the first Flintstones the AA Ball is on and the second AA ball is off.

 

I took the video with an Iphone 5 on the slow motion setting that records at 120 FPS at resolution of 720 (the slow motion is a on phone app only as the video when transferred to the computer plays normal) then used windows live movie maker to slow it down to .125. Except for WCS that I recorded with my android, the Galaxy S3 records at 1080 at 30 FPS and when slowed down does not capture the high speed of the ball or flippers.

 

Because I was taking so long to get this done I did not take out any of the "no Ball in sight" during the video so at slow playback there are some parts that look like nothing is going on ... Sorry

 

I hope this helps to see what is going on … after watching it a few times I was able to see some points of interest … Video time 1:45 to about 2:40 AA Ball is on;… 4:20 to 5:55 AA Ball is off; … 19:50 … 22:15 … 25:40

 

My opinion of what I am seeing … a reflection of the playfield onto the lower half of the ball that is not reversed so it makes the ball look transparent on the lower half. Not all balls are the same I assume as the ball on CV is a little different on the bottom and seems to have no reflection there.

 

https://www.dropbox....6pq2/WtEsKu1BkE

 

 

on 6.10 till 6.20 also at 8.20(when launch by left flipper) there is where you can see the problem . it is so annoying to see the ball do that when playing especialy when ball is at flipper height.


Edited by boiydiego, 25 April 2014 - 05:29 PM.

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#1931 jpsalas

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Posted 25 April 2014 - 05:28 PM

 

without looking at the video:
as far as i remember so far there is no option to mirror the playfield into the ball... some ball images create the illusion of 'somthings reflects' by using ball images that have transparent areas so you can actually see the playfield THROUGH them which is probably what you are seeing there.

https://www.dropbox....osting ball.png

 

There is a good screenshot from the video I took ... I understand it is hard to watch the video as the size and quality has to be maintained to see what we are trying to show .... I think if you can zoom in and look at this snapshot example, it clearly shows a reflection from the playfield but it is just not mirrored to me ... EDIT ... I now think that lio is correct as the more I look at it you can SEE THROUGH the ball almost completely.

 

lio,

 I am not disagreeing with you one bit as the comment you offer I have also considered and could very well be happening. Thanks for your input and the question still remains as to why it is so noticeable in this Test 14 and test 15 most of all

 

 

Well, that's how we "faked" the "reflection" of the playfield on the ball. Yes, it is true, you can see through the ball :) There is no bug here. That's how we made the balls several years ago :) Some authors liked that better than others :)


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

 

vp.jpg

 

Next table? A tribute table to Stern's Foo Fighters


#1932 Les73gTx

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Posted 25 April 2014 - 05:36 PM

 

 

without looking at the video:
as far as i remember so far there is no option to mirror the playfield into the ball... some ball images create the illusion of 'somthings reflects' by using ball images that have transparent areas so you can actually see the playfield THROUGH them which is probably what you are seeing there.

https://www.dropbox....osting ball.png

 

There is a good screenshot from the video I took ... I understand it is hard to watch the video as the size and quality has to be maintained to see what we are trying to show .... I think if you can zoom in and look at this snapshot example, it clearly shows a reflection from the playfield but it is just not mirrored to me ... EDIT ... I now think that lio is correct as the more I look at it you can SEE THROUGH the ball almost completely.

 

lio,

 I am not disagreeing with you one bit as the comment you offer I have also considered and could very well be happening. Thanks for your input and the question still remains as to why it is so noticeable in this Test 14 and test 15 most of all

 

 

Well, that's how we "faked" the "reflection" of the playfield on the ball. Yes, it is true, you can see through the ball :) There is no bug here. That's how we made the balls several years ago :) Some authors liked that better than others :)

 

 While I can see the intention of the effect and when playing at slow speed it seems cool to see and look at ... with the last couple of revisions the effect seems to have increased in such a way that it is now on the side of distracting when playing the game. Don't get me wrong here as all the effort to make the effect is really appreciated. :-)

 I just glad to hear that it is not a new bug ... I do wonder why it is more noticeable in the last revisions ??? Maybe it is just my old eyes ... lol


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#1933 vampirolatino2

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Posted 25 April 2014 - 05:37 PM

.... the more you know! lol nice workaround.



#1934 boiydiego

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Posted 25 April 2014 - 05:38 PM

 

 

without looking at the video:
as far as i remember so far there is no option to mirror the playfield into the ball... some ball images create the illusion of 'somthings reflects' by using ball images that have transparent areas so you can actually see the playfield THROUGH them which is probably what you are seeing there.

https://www.dropbox....osting ball.png

 

There is a good screenshot from the video I took ... I understand it is hard to watch the video as the size and quality has to be maintained to see what we are trying to show .... I think if you can zoom in and look at this snapshot example, it clearly shows a reflection from the playfield but it is just not mirrored to me ... EDIT ... I now think that lio is correct as the more I look at it you can SEE THROUGH the ball almost completely.

 

lio,

 I am not disagreeing with you one bit as the comment you offer I have also considered and could very well be happening. Thanks for your input and the question still remains as to why it is so noticeable in this Test 14 and test 15 most of all

 

 

Well, that's how we "faked" the "reflection" of the playfield on the ball. Yes, it is true, you can see through the ball :) There is no bug here. That's how we made the balls several years ago :) Some authors liked that better than others :)

 

 

:D realy is seeing through the ball is looking good , hope then that the authors have learned there lessons tru the years "just joking" , can it be dissabled in some way? and les73gtx thx for bringing this up ..


Edited by boiydiego, 25 April 2014 - 05:52 PM.

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#1935 garath

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Posted 25 April 2014 - 06:04 PM

I have ball stutter with the Star Trek Nex Generation made by jpsalas (I tried to set Vsync at 0 and at 120 but it doesn't change anything). All my other tables are OK (I don't have WCS94).

Any suggestion ?


Edited by garath, 25 April 2014 - 06:05 PM.


#1936 jpsalas

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Posted 25 April 2014 - 07:28 PM


 

:D realy is seeing through the ball is looking good , hope then that the authors have learned there lessons tru the years "just joking" , can it be dissabled in some way? and les73gtx thx for bringing this up ..

 

 

I guess many of you having been around VP for very long :) You can't believe what some authors managed to make with the older VP, maybe some of you remember some great authors like Pacdude or Jamin (just to name 2 of them) who use to make really great tables with a very primitive VP compared to what it is now :)

Well, to disable the fake transparency on the ball you need to change the ball image. The easiest way is to use the build ball image in VP. So go to the editor, and on the right in the Table properties, where it says "Ball", set the name of the ball image to <none>. The build in ball does not use transparency, and it will look nice. If you prefer another ball image you will need to extract it from another table and import it (but the build in ball is very nice :) )


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

 

vp.jpg

 

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#1937 htamas

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Posted 25 April 2014 - 08:48 PM

Well, to disable the fake transparency on the ball you need to change the ball image. The easiest way is to use the build ball image in VP. So go to the editor, and on the right in the Table properties, where it says "Ball", set the name of the ball image to <none>. The build in ball does not use transparency, and it will look nice. If you prefer another ball image you will need to extract it from another table and import it (but the build in ball is very nice :) )

 

That's exactly what i did with most of those fake transparency balls, since I found it kinda hard to see them during gameplay which became rather annoying. I only left the see-through ball in some tables where it sort of matches the theme (Mystic comes to mind :))



#1938 fuzzel

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Posted 25 April 2014 - 09:52 PM

Ah because you mentioned it :) Here is a small teaser of an upcoming new feature! Ladies and Gents please welcome the first shader in VP rendering the ball in 3D :lusty: This isn't part of the VP9 trunk yet because I have to clean up the code and think about a good way how to handle shaders in general so please be patient. This method is fully backward compatible by using the current ball images as sphere maps, or you create a sphere map by your own ;)

Take a closer look at the ball because the ball reflects the playfield a bit.

 


Edited by fuzzel, 25 April 2014 - 09:56 PM.


#1939 unclewilly

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Posted 25 April 2014 - 09:56 PM

Awesome

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#1940 bolt

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Posted 25 April 2014 - 11:21 PM

Wow, looks great.


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