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Releases: vpinball/vpinball

v10.8.1-3788-2151290

07 Aug 13:13

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v10.8.1-3788-2151290 Pre-release
Pre-release
fix 32bit warnings, make sound/image export code more similar

v10.8.1-3582-b9fc92d

16 Jun 22:45

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v10.8.1-3582-b9fc92d Pre-release
Pre-release
remove custom POD typedefs

v10.8.1-3155-8054cc2

14 Mar 20:31

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v10.8.1-3155-8054cc2 Pre-release
Pre-release
fix corrupted access or crash in sound manager (play/test buttons)

Visual Pinball X 10.8.0

29 Jan 21:46

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If you want to install Visual Pinball from scratch, please download and install VPX8setup.exe.
Otherwise select the specific package(s).

VP 10.8.0 Changelog

LIMITATIONS:

  • Broken PROC support

  • Broken SMAA postprocessing, will be fixed in 10.8.1

FEATURES:

  • VPX and VPVR are finally reunited!
    So, similar to the VP9.9 release, this pretty much rearchitects VPs whole rendering pipeline, but still allows to play all tables with (hopefully) pretty much the same look and feel.
    Some of the changes that came in via VPVR:

    • added SDL2 / OpenGL / OpenGLES as an additional render pipeline.
      switching between DirectX 9 and OpenGL is (for now) only possible at compile time, thus two executables are shipped.

    • the new OpenGL pipeline is also capable to render to VR devices (support for SteamVR):
      To use VR you need a SteamVR compatible HMD, a Steam account, and the Steam client/app
      with SteamVR client installed. More information on OpenVR + SteamVR can be found on http://steamvr.com
      You may also want to check out OpenComposite, as it seems to provide a performance boost for some users.

    • autodetection of SteamVR driver installation. If its not installed, the standard 2D mode is started up instead.
      If VR drivers are installed, and the HMD is turned on, VPX starts in VR mode. Otherwise a prompt shows up to choose between VR mode and 2D mode (can be disabled).

    • the new OpenGL pipeline also is no longer computing/approximating Stereo3D only from depth buffer information.
      If any stereo mode is enabled, the table is then always rendered to two independent eye buffers instead.
      This increases CPU and GPU load for all stereo modes, but increases the image quality.
      Also anti-aliasing can be enabled for all stereo modes.

    • super-sampling based anti-aliasing can now be adjusted with a slider from 0.5 (downsampling) up to 2.
      The factor describes the scaling in X and Y direction, so 2 increases the overall pixel-count by a factor of 4.

    • the new OpenGL pipeline in addition has full support for GPU multisample antialiasing (MSAA) which offers very good results for a fairly low performance overhead compared to super-sampling

    • splitted the video settings into the 'old' 2D based video settings menu and a new VR settings menu.
      Also different registry entries are used to store the various settings like stereo mode, display, resolution, postprocessing etc. separately.
      Things like Ball rendering and Day/Night cycle are used for both.
      To configure VR, go to the new Preferences->VR Settings menu and (de-)select it in the upper left drop down menu.
      If you have performance issues, try disabling things like Ambient Occlusion, Supersampling (=1), Postprocess AA & Sharpen, Reflections, and Bloom.
      One can also select an additional VR Preview window that shows the VR rendering on the screen as Side-By-Side.

    • when using VR, the near plane can be adjusted (in centimeters). It is like a wall in front of the player. Everything between the player and the near-
      plane is invisible. It might be helpful if one wants to adjust visibility when moving or if one has changed the scaling too much. Having too small values for the near-plane will cause Z/depth-fighting rendering artifacts.

    • scaling of the table is now possible within the VR settings. One can either set a factor (e.g. 1.1 increases the table size by 10%) or one can
      scale all tables to a fixed width (in centimeters) to match a PinSim Controller. The scaling factor has no lower/upper limit (so yes,
      one can scale up the table to play soccer ;) Or be attacked by a giant rolling Indy-Trap Or scale it down to matchbox car size If it gets
      weird we warned you). If you have issues locating the table or getting nightmares, it is NOT our fault.
      Default values are: box unchecked and 1.

    • note that the VPVR fork did not support the roughness property of metallic parts (=always mirror like metal instead). Some VR-only tables thus feature wrong material shininess that will lead to
      incorrect rendering of metal parts. These table's materials need to be updated to re-adjust the shininess of metal materials.

    • note that adaptive vsync (=mode value 2) is recommended (at least) on macOS/iOS and Android

    • added rudimentary support for BAM Headtracking (thanks to Rafal from ravarcade.pl). Usage:
      It works almost the same way as with Arcade Pinball, but one doesn't have control over the table location.

      1. The User needs a working Future Pinball installation with head tracking enabled (FP is just used to setup the head tracking, FP can then be closed).
      2. Start BAM-Tracker.exe, select head tracking method, leave it running.
      3. Run VPinballX (the OpenGL version)
        https://www.youtube.com/watch?v=g-EpTp_3wKo
  • completely revamped F11 (note that on macOS its F1)/ESC menu, including much more detailed live editing options of table elements

  • the playfield is now processed like all the other parts, i.e. its not forced as static/preprocessed anymore, and thus underlying table elements will work as expected now (so no more under playfield clipping, and alpha blending is not limited to simple alpha clipping/cutouts anymore):

    • if the 'playfield_mesh' primitive has 'Static rendering' disabled, it will be rendered with transparent parts (this results in the 'playfield_mesh' to be blended like plain primitives, so no more need for alpha test or insert overlays)
    • parts under the playfield (like a lower playfield or 3D inserts) can have 'Static rendering' checked and can feature materials without the 'Active' checkbox (previously, under-playfield parts without these flags were clipped)
    • the playfield texture can now be changed at runtime through the script (see CommandReference.txt)
  • playfield reflections are now rendered using a 'reflection probe' instead of a 'fullscreen mirror overlay':

    • performance may change a bit (better or worse) depending on the table and display configuration
    • reflection settings are now unified between balls/playfield and the interactive camera/light editing mode (F6),
      and were extended with new rendering modes:
      • Disabled: NEW remove all reflections
      • Balls Only: dynamic balls only
      • Static Only: reflection of static parts only (no change)
      • Static & Balls: reflection of static parts and dynamic balls (no change)
      • Static & Unsynced Dynamic: NEW reflection of static parts and dynamic parts without depth buffer synchronisation. Overlapping of dynamic-over-static and of static-over-dynamic reflections is thus incorrect (features just a limited performance cost, added for lower end systems)
      • Dynamic: NEW dynamic reflection of all parts. It provides the best results without any overlapping artefact at the cost of a little bit more performance (recommended)
    • additional roughness parameter
  • add support for preliminary refraction to primitives (using 'refraction probe's). This feature is still preliminary and will evolve in the coming updates.

  • add refraction tint to the material parameters

  • add native ball shadows for bulb lights, as well as to flashers & primitives that are used as lightmaps (using additive blending)

  • reworked lights:

    • now lights have a z coordinate (relative to the surface they are on) that is used for shadows and bulb rendering
    • allow to hide light rendering (still allowing for ball reflections or shadows through primitives or flashers). This was only possible through scripting before
    • allow the bulb mesh to work for both classic lights as well as bulb lights
    • allow the reflection on ball to work for both classic lights as well as bulb lights
    • add support for 'modulated' lights (through script only, corresponding to PWModulated outputs of most 1990+ pinballs)
    • allow to select a fading behavior between linear (backwards compatible) / LED (no fading) / Incandescent (physical model of an incandescent bulb, including tinting when filament cool down)
    • try to make the user interface more intuitive
  • add support for more than one DMD (for original tables, in-game DMD menu,...)

  • add new log file functionality (vpinball.log), with script and error information. It can be en/disabled in the UI/Editor preferences.
    The ability to do a rough performance profiling of the table loading phase by using the 'Profile.txt' has thus been removed in favor of the new logging
    (all the profile events will be in the log file with timestamps)

  • the settings are now stored in a file named 'VPinballX.ini' located in the standard Windows location for application data: %AppData%/VPinballX/
    (optionally this can be changed in the INI/Editor/UI preferences to be located in the same folder as the executable)
    This file will be automatically created and initialized from existing settings if found in Windows registry. This change was made to:

    • allow per table settings,
    • allow easier edition (manually or by a third party application),
    • allow to use different settings by specifying a custom ini file on the command line for the app or table settings (see CommandLineParameters.txt),
    • settings are the same and can be shared between Windows version of VPX and the standalone version (Linux, Mac, Android, iOS, Raspberry,...),
    • allow to see all the available settings at once (not so easy before, since there are a few hundreds of them),
    • allow easier collaboration by being able to share the setting file with bug reports.
      If a file with the exact same name as the one of the table file but with '.ini' extension is found along the table file, it will be used as a settings override for that table.
  • settings were also extended to support overriding some table properties, like camera properties or other things that used to be adjusted in the...

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Visual Pinball X 10.7.4

30 Jan 08:29

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If you want to install Visual Pinball from scratch, please download and install https://github.com/vpinball/vpinball/releases/download/v10.7.2-366-f94da1e/Main.Download.Installer.-.VPX72setup.exe first.
Then overwrite the contents of the Visual Pinball folder with the 10.7.4 archive.

VP 10.7.4 Changelog

FEATURES:

FIXES:

  • fix analogue nudge not working for joysticks/gamepads in XInput mode

  • fix wrong keyboard characters in dialogs for non QWERTY keyboards

  • fix using multiple joypads/sticks in combination with a touchscreen and/or the mouse

  • fix some problems with playing sounds via BASS: pitch/frequency change and loop/restart should now be matching the 'old' player

  • fix longstanding textbox font size bug

  • fix noise on small-scaled DMDs (e.g. on FSS setups)

  • fix longstanding bug in the bilateral CAS filter

  • fix swapped red & blue channels when exporting from BMPs

  • fix Light Debugger dialog 2nd color button

  • improve script editing performance again

  • fix crash during script editing

  • fix crash if sound card(s) hardware/driver setup changed

  • fix crash on tables with weird table info

  • fix out of memory crashes (Video capture and Image Manager)

  • fix wrong detection of alpha when loading BMPs stored in .vpx

  • fix potential multi-threading screw-up when loading textures

  • fix saving of custom keys for joypad input

  • fix changing the timer settings not marking the table as dirty

  • fix 'paste at' (and others) coordinates

  • fix deleting of sub part included in a collection warning

  • fix .bmp export in the Image Manager

  • fix Image manager overwriting alpha mask value for selected images on import

  • fix gate two-way flag import from VP9/8 .vpts

Visual Pinball X 10.8.0 Release Candidate 7

03 Jan 09:01

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Merger with VPVR.
Comes with DX9 and OpenGL variants.
And many other new features (see changelog.txt)

Visual Pinball X 10.8.0 Release Candidate 6

04 Dec 17:41

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Merger with VPVR.
Comes with DX9 and OpenGL variants.
And many other new features (see changelog.txt)

Visual Pinball X 10.8.0 Release Candidate 5

23 Oct 06:39

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Merger with VPVR.
Comes with DX9 and OpenGL variants.
And many other new features (see changelog.txt)

Visual Pinball X 10.8.0 Release Candidate 4

23 Jun 14:26

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Merger with VPVR.
Comes with DX9 and OpenGL variants.
And many other new features (see changelog.txt)

Visual Pinball X 10.8.0 Release Candidate 3

07 Apr 20:19

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Merger with VPVR.
Comes with DX9 and OpenGL variants.
And many other new features (see changelog.txt).