DX11 Public Beta Bugs

Michael DiFilippo

New member
Mar 26, 2012
350
0
The new slider is excellent.

I am sorry too say it again, but when playing in portrait the tables are definitely not dark enough on the 0% setting room brightness setting. Is it possible to give it more range so we can go darker, especially now we can up the table lights?

Would anyone else like to see a darker room lighting range, if so would be good to add it in the beta phase.

Yes, I would like to see perhaps a "Lights off option". But it's difficult to see the ball. Im fine where most tables are at when you set the room brightness to zero. The issue is not so much the room lighting but rather the table lighting isn't "dynamic" and strong enough to really coinside and light up the table when it's really dark.

The only newer table to execute this nicely is Phantom of the Opera. When the lights flicker they really seem real. I believe every table should be on par with that table and maybe Addams. Tables like CV, AFM could be so much more brighter IMO.

Fortunately the community is now in a position to make an impact on how high and low, far and near we can customize the lighting.

It's gonna be another great year for pinball!
 

Michael DiFilippo

New member
Mar 26, 2012
350
0
Anyone else agree that CV's lighting is now sub par than what it used to be and in comparison to PS4 and XB1? More so, the right florescent bulb.

The main bulb has dark jaggys that don't light up for most colors. And that bright blue color also is no longer included as a color option. There is a sky blue...
[MENTION=36]Mike[/MENTION]. Can add the ability for us to override the FX lighting color as an options mid-game for CV? Some of us would very much like to keep the same color...(maybe i'm in the minority).
 

TheSlayerNL

New member
Nov 5, 2013
95
0
I don't know if anyone else here thinks this, but I find the brightness slider to actually make it hard to read what the bulb is lighting up on some tables, it just doesn't seem to be sharp enough. Playing on 1920x1080 with all maxed out.
 

SilverBalls

Active member
Apr 12, 2012
1,233
3
In-game keys to adjust the 2 lighting sliders would definitely be good. In portrait, when using the slider the menu takes up the whole screen so you can't actually see the table as you adjust the lighting.
 

AshleyAshes

Member
Jun 27, 2012
264
0
In-game keys to adjust the 2 lighting sliders would definitely be good. In portrait, when using the slider the menu takes up the whole screen so you can't actually see the table as you adjust the lighting.

Now THIS I like. A secondary set of keys that could be mapped to increase or decrease the brightness on the sliders. Nothing essential, nothing that anyone couldn't do by menu, but could be mapped for those looking to tweak quickly.
 

Locksley

New member
Jan 2, 2015
384
0
Performance; it runs easaly 120FPS, rock steady in 60 vsync. Never a hickup.
Monitor set to 'televison salesman' settings. That is popping and slightly saturated. I would never watch a film or play first person games with this, but pinball is all about 'popping' image!
I run it in Fullscreen mode (as my monitor is set to 120Hz fullscreen makes the vsync(60) kick in).

I list my general settings for Room and Bulb brightness to indicate where I get it working with the least shadowing effect and not whitening out bulbs and textures. Take it as a guide as how lightly lit the table is and how much ambient light I need to see the playfield.



Attack from Mars:
Room Brightness:5
Bulb Brightness:55
Very bright and colourfull.
Strobe Multiball: Is the same emitter used with the same area settings as normal play? Could it get
its own emitter with a larger light area? Halfway down the playfield would be nice.
This screen shot with maximum light and reach of the strobe; not far enough!
http://steamcommunity.com/sharedfiles/filedetails/?id=430885120
There is something going on with the left/right texture on the bumpers. When they flash they look weird. Could not capture in screenshot, happens too seldom.



Big Shot:
Room Brightness:30
Bulb Brightness:40
Easy for me to white out details.
Overbright? Nice table though and it is not dark as some less uplighted tables can get in places.



Black Hole:
Room Brightness:15
Bulb Brightness:30
Bumpers easy to whiteout, this settings works allright though.
Ball is seen through table! X-ray effect.
http://steamcommunity.com/sharedfiles/filedetails/?id=431152503
Passing over the middle play field has a slight shadow effect (many tables doo).
Backglass makeover?


Black Night
Nice and all but this one needs more attention than lighting... More fun to play with Dx11 though :)


Black Night 2000
Room Brightness:5
Bulb Brightness:100
Looks Lovely!
Brighter Numeric Display on the backglass please.



Black Rose
Room Brightness:5
Bulb Brightness:55



Bram Stokers Dracula
Room Brightness:0
Bulb Brightness:55


Bride of Pinbot
Room Brightness:5
Bulb Brightness:45
Visable Block infront of center ramp.
http://steamcommunity.com/sharedfiles/filedetails/?id=431152192
No bulb in mouth eyes; kinda like it that they don't show but where does the light come from :p
Easy to whiteout the lower left bumper.



Cactus Canyon
Room Brightness:20
Bulb Brightness:50




Centaur
Room Brightness:10
Bulb Brightness:40
Alright, this table need some lovin' (also one of my fav tables so slightly biased...)
Backglass needs brightning, especially the numeric displays to make them pop.
http://steamcommunity.com/sharedfiles/filedetails/?id=431151059
Bulbs under bumpers easily white out, not a problem really with the right settings but wouldn't mind a tad less on the low bulb setting.
The trigger 'stars' looks low rez, washed out.




Central Park
Room Brightness:0-50
Bulb Brightness:50-100
Should the bulbs in the backglass get a little more power perhaps?
This one looks good in a great span of light settings, very nice.


Champions Pub
Room Brightness:
Bulb Brightness:
Looks great in a wide varity of settings.



Cirqus Voltaire
Room Brightness:10
Bulb Brightness:80 (60 now...)
Thanks for the different neon coulors!
Not too keen on the red blobs on the DMD ingame, wish for a new texture.
http://steamcommunity.com/sharedfiles/filedetails/?id=431150723
Nicely lit, wouldn't mind some sharper textures but as far as lightning goes it is many a times
stunning.
The shadowing effect in the middle of the playfield seems particularly strong. How about a slider; no? Well I had to ask...


Notes:
1. Haunted House. Middle playfield adds a fog over the ball. Like the shadowing effect gone overboard.
2. Creature from the Black Lagoon. I have the bulb setting 100. Overall too little light on this table.
3. Genie. Multiple issues with texture misalignment.
Dark table, like playing with sunglasses.
Also square texture at drain. Overall nice old school bulbs but it would not hurt with a little more overall brightness. Bulb 100 should preferable be more intensive than original table?
4. Mideval Madness. Midtable shadow a bit on the strong side, as mentioned before.
5. High Roller Casino. Elvis turned up but the table DMD looked all garbled. Ripley looks fine now though.
---Screenshots for the above notes will be posted when I get around to the tables. Also longer description.

I will continue as I progress through tables.

AMAZING work Mike!
 
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EldarOfSuburbia

New member
Feb 8, 2014
4,032
0
I will say in BoP, even using 0/100, the Extra Ball lamps in the outlanes/inlanes are very dim and difficult to see that they're lit or not.
 

Klopek

Member
Apr 29, 2012
74
0
It's probably been said but the Pinball Arcade intro music sounds like a compressed mess again. This was fixed in the Dx9 version a very long time ago. It worries me that the versions differ like this! How many other little fixes have been forgotten?

Any word as to when we'll get 2560 added as an option in backbuffer settings? Is there a way to manually edit the config files to force this? I'm running the game at 4K and it's dropping my performance on some tables into the 40s. I'd like to render at my native 2560x1440 (or reverse that for portrait).
 
R

Rhandos

Guest
The flasher on CV used as a kickout warning (middle right) is too dim compared to the DX9 version to be really noticeable in gameplay. It used to be more intense and light up the inner table wall as well. In DX11 it is barely visible behind the semi-transparent neon rail. For consistency all flashers should be brightened the same, maybe increase the size of the light source and reduce the spread to compensate. Right now, all flashers on CV kind of disappear.
 

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
New build will be up shortly.


Version 1.37.8
- Jackbot goal fixes
- Jackbot tuning update
- HRC mini dmd working properly (resource didn't copy correctly in 1.37.7
- Fixed hang when changing sound properties
- Fixed main menu music and other generic sounds in DX11 version to use the 44k versions.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,681
34
DX11 V1.37.8 Bugs:


  • Muffled music/sounds on Bride of Pin*Bot, Central Park, Cirqus Voltaire, FunHouse, Genie, No Good Gofers, Ripley's, Scared Stiff, Theatre of Magic, TotAN.
  • Missing floodlights on Lights Camera Action.
  • Side GI (texture swap) in AFM has been carried over from DX9.
  • Fullscreen is not functional at this time. Known issue.
  • High Roller Casino: Slot DMD is x2 the size than normal.
  • Missing 1K spinner sound on High Speed. Sound is present in DX9, though.
  • GI on Creature - overall lighting needs brightened.
  • Haunted House's bumpers needs GI.
  • Centaur's backglass isn't lit.
  • Centaur: 60 Bonus bulb is dim, but only at certain times.
  • Tee'd Off: 2nd Golf Ball isn't lighting up.
  • Earthshaker: GI activity may need tuning (light brightness is fine; just on features like Match Up)
  • Fish Tales: Captive ball lights are too dim.
  • Champion Pub: Start Fight light sequence missing on both health bars: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Great job on the lightning effects on Whirlwind, but the light effects around the flashers remain on. https://www.youtube.com/watch?v=wajnSB882p4
  • Twilight Zone: Buildup sound for Multiball is overlapped by another sound.
  • Also on Twilight Zone is the wronged Multiball startup light sequence alongside claiming a Jackpot, both being off sync when compared to the actual machine (DX9 has this problem as well). I think it's a problem with emulation in general.
  • Party Zone: There should be two separate types of solid GI color: Red and White. There are flashers in there as well that separate from the GI overall (which are already in there). Refer to the video below.
  • Shutyertrap's and other users' mentions listed.

 
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Filip

New member
Nov 17, 2013
17
0
I have a problem with Dx11 version: the ball is running more than 2 times faster compared to Dx9. Therefore it is impossible to play properly. I don't know if it's something to do with frequency of the monitor but it shouldn't. In this state, to me it is an alpha, not a beta
 

Robert Misner

New member
Oct 4, 2014
610
0
I have a problem with Dx11 version: the ball is running more than 2 times faster compared to Dx9. Therefore it is impossible to play properly. I don't know if it's something to do with frequency of the monitor but it shouldn't. In this state, to me it is an alpha, not a beta
set your FPS meter either via command line or in steam and then set v-sync on..potentially adaptive v-sync if you have an nvidia card. if your monitor is 120hz you might have to set to half so it locks to 60hz and your good to go.
This "BETA" is pretty stable and feature complete..I don't' think its fair to call it an Alpha at all.
 

Robert Misner

New member
Oct 4, 2014
610
0
I notice significant slowdown(basically my max fps drops in half) on TOTAN when it zooms to this part of the screen when your pulling the plunger

XobhIGM.png


I'm not sure if its just taxing to the system and unoptimized or a bug..but its the only section I've found in game play that drops me below 60fps( my uncapped on most tables is 90's this scene drops it to 30's)
 

Robert Misner

New member
Oct 4, 2014
610
0
AS a follow up to the previous post On Cyclone the plastic ramps material just looks extremely poor in low light.

mwkKIpp.png


I was very optimistic it would look better with the Dx11 update but its worse now.
All the clear plastic material needs some gloss and this tables ramps need more transparency..TOTANs above at least look like someone baked in the highlights and shading to give it definition.
Cyclone being a very plain table needs that type of treatment at least on the plastic ramps.
 

Filip

New member
Nov 17, 2013
17
0
set your FPS meter either via command line or in steam and then set v-sync on..potentially adaptive v-sync if you have an nvidia card. if your monitor is 120hz you might have to set to half so it locks to 60hz and your good to go.
This "BETA" is pretty stable and feature complete..I don't' think its fair to call it an Alpha at all.

Why would I set my monitor to 60Hz ? It was working on 144Hz before with Dx9. That's ridiculous.
Should be fixed if it pretends to be called "Beta"
 

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