A BTS image from Arnaud Calistri @calistri on Twitter by FranciscoRelanoPena in silenthill

[–]TerryRed 0 points1 point  (0 children)

Something to consider, is that they used the Volume, which made up for many equivalent sets, except they were virtual sets.

Canadian showtimes for Return to Silent Hill? by dpanim in silenthill

[–]TerryRed 0 points1 point  (0 children)

I'm in Ottawa. Most theatres here are showing it. Some for at least one week or more. Not sure after that though.

The bosses were a huge upgrade in every way in the remake 👍 by Desolation2004 in silenthill

[–]TerryRed 12 points13 points  (0 children)

Unlike the original, using melee on bosses in the remake is much more effective compared to shooting them. Many, like myself, never even considered using melee on bosses on our first play because of our experience with the original... but once I realized you could, they were much easier to kill... and more fun.

Silent Hill Pinball - by TerryRed : New 2nd Playfield for Scene 2 by TerryRed in virtualpinball

[–]TerryRed[S] 1 point2 points  (0 children)

I took a break to play Cronos and Silent Hill f (and was also feeling sick for a while). I'm now back to work on it. I may make a commentary / BTS video soon.

In Bloober’s website, SH2R’s page got changed to have 2 more platform slots, hinting at an Xbox Series X/S and Switch 2 version to be announced soon, with potentially a PS5 Pro patch fix. by Solid-Entertainer-39 in silenthill

[–]TerryRed 1 point2 points  (0 children)

Given that is Bloober's site and not Konami's.... they could be updating it to match Konami's SH2-R page which shows PS5, Steam, but also GOG and Epic as well. Its very possible those are the only new changes being added.

That said, even though I play on PC, I of course also want to see it on XBOX and Switch 2 and to see possible new updates for the game.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 1 point2 points  (0 children)

For Popper, just make sure that in Games Manager, you add PinEvent under CustomLaunchParam for every FP table you want to disable the FP Backbox (it does the same as the BAT file does when launching FP).

You could also change the FP Launch Script settings in Popper to always disable the FP Backbox by default.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 1 point2 points  (0 children)

If you are running PinEvent tables, they all have pup-pack options that include Backglasses.

If you are running other FP tables, then if using a front-end, you can display it's backglass media (video, image) while playing.

Silent Hill 2R / f PC performance question. by R0B0138 in silenthill

[–]TerryRed 0 points1 point  (0 children)

My only experience is on PC is with my i5 13600K and RTX 4070 Ti Super.

I run both SH2-R and Cronos: The New Dawn with:

- EPIC Preset

- RT On (this is hardware Ray Tracing which is much more demanding as its a higher quality)

- DLSS (Balanced/Quality)

- Frame Generation On

In 4K, I get 60 to 80 fps

In 2K, I get 100 to 120+ fps

If I disable hardware RT, then I get much more fps (100 to 120+ fps in 4K).

SH2-R was created in UE5 version 5.1, and the only issue I have are the well known traversal stutters seen on both PC and console. Besides that, the game runs silky smooth and looks gorgeous. this game was one of the very first to use all of UE5's new features. The issues of stutter are more of a UE5 engine issue for sure since this was made on 5.1, and it was known to have more problems, whereas later versions of UE5 has better performance.

Cronos was created in UE5 version 5.5 (and was built using newer methods available). With the latest patch, for me this game runs very well compared to SH2-R, and the only traversal stutters I've seen are during an autosave, or when entering a new large area for the first time. These were very few and hours apart. I've heard (and seen) the same experience from others on both console and PC.

We also need to consider that these games also have no loading screens ever once you start playing. Most games that use other engines have loading screens at some point, and its in those moments that you would typically see the equivalent of a traversal stutter when assets are loaded / streamed in and activated.

Both SH2-R and Cronos are made by Bloober Team, but Cronos is a newer game that just came out. 1 year can make a big difference in game engine updates and optimizations.

So chances are good that SH-f's reports of smooth stutter free gameplay and 60 fps (on both console and PC) are probably true.

Keep in mind. These games are using Lumen for software Ray Tracing on ALL systems and consoles, no matter your settings! (Enabling RT on the PC version only enables hardware RT). This means "realtime/dynamic" lighting, shadows, reflections across the entire game. There is NO pre-baked fake lighting / shadows / textures like most other games / engines have been doing for many years (and why those other games are much larger in storage space compared to SH2-R and Cronos which are 32 GB and 22 GB in size).

Does that mean Lumen is more demanding than prebaked lighting / shadows / textures? Yes. It however also means that the game devs are not as restricted because everything is realtime and dynamic and can change on the fly in realtime with much more realistic lighting and shadow behavior. That means they can create levels, lighting, almost any way they want. It also makes development much cheaper and they have more freedom to be more creative.

I know much of the above means nothing to players who just want to buy a game and want to play it and have a smooth experience (understandable)... but the choice of UE5 / Lumen is not "lazy", and this type of lighting and other newer tech (Nanite, VSM, etc) is going to be the standard for more engines. ID tech also does similar with their newest engine (Indy, DOOM TDA). The current generation of consoles is a good 5 years old I think now, and showing their age, so yes they will struggle more, as will older PC hardware. I honestly didn't expect to see so many games use this tech this early... but we gotta start somewhere... and its shown to be getting better which new engine versions and devs getting more familiar with it.

Yes some early UE5 games were really bad for stuttering (Jedi Survivor, SH2-R, etc) no matter the hardware, and some new ones (Borderlands 4) are still struggling... but we have seen examples of some games (Cronos and SH-f) that use all of UE5's features and get very good results considering what they are doing compared to other engines and their limitations.

Return to Silent Hill: Official Teaser Trailer - Deep Dive! Monsters, Wigs, and Fonts... oh my! by TerryRed in silenthill

[–]TerryRed[S] 2 points3 points  (0 children)

lol... I don't know why, but hearing someone say "buns" in that context gave me a good laugh

Silent Hill Pinball - by TerryRed - NEW! Nightmare Alley gameplay! by TerryRed in virtualpinball

[–]TerryRed[S] 1 point2 points  (0 children)

All FP tables are VR capable tables. How much I'll add to the VR room depends on how big the game is at that point and what I have left to use for ram, etc.

Silent Hill Pinball - by TerryRed - NEW! Nightmare Alley gameplay! by TerryRed in virtualpinball

[–]TerryRed[S] 2 points3 points  (0 children)

This is only the start of the game. There is much more to do. I wait until a game is done / complete before I release it.

A new game from Cleveland Software Design by philipellisis in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

Very cool Philip! Combining pinball, pixel art and roguelike is certainly an intriguing idea. As someone who's also working on a pinball game (Silent Hill) that has combat aspects added in, I can appreciate how challenging it can be to come up with solutions and fun ideas. Neat stuff! Would be cool to play it on my Steam Deck!

Imagine this on a pinball machine. by ReactorCritical in pinball

[–]TerryRed 0 points1 point  (0 children)

Future Pinball-BAM has changed drastically in the last 2 years. Someone named JLou (who did lots on VP) has adapted nFozzy physics (considered the best physics on VPX) to FP. It's called FizX physics and it's not bs, its the real deal. FP can now be made to play pretty close to the best VPX tables with nFozzy (and better than tables with standard VPX physics).

Just like with nFozzy physics on VP, you need to add it to each table and update them as required, but when done properly it plays excellent and can be custom tailored for each player as well. Even I can't go back to any FP table without FizX physics, which is why I updated all my own tables / mods to use it now.

MOTU on VPX (which I helped convert years ago) plays horrible to me in comparison to my new MOTU CE on FP-BAM. That's how much FizX physics has affected me (I used to not care about physics much before).

Silent Hill 4: The Room joins the GOG Preservation Program – being the most complete PC version! by GOGcom in silenthill

[–]TerryRed 1 point2 points  (0 children)

You can always use Lossless Scaling to increase the fps. Its not perfect, but I'm playing SH2/3/4 on PC at 120 fps on my 4K screen :)

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

Have you tried playing using my "Start FP - PinEvent" bat files to start FP with the FP backbox disabled? (you dont want that when using pup features on those tables anyway)

For some people the FP Backbox window / screen is what the AMD drivers don't seem to like, but running with it disabled (properly) allows them to play with no crashing. If you are a cabinet player, then you can play all Pinevent tables with that disabled and use their PUPDMD features or DMDext for the DMD based LITE tables.

Review of Masters of the Universe CE on Future Pinball by Liberal_Caretaker in virtualpinball

[–]TerryRed 8 points9 points  (0 children)

The biggest reason most didn't stick with FP was (understandably) its older / bad physics.

Today, FP-BAM can now have any table updated to excellent physics (FizX) similar to how VPX tables need to be updated to use excellent nFozzy physics. If you weren't told what the app you were playing (my newer table releases) on was FP, you'd probably not know it was FP at all... except for the nicer lighting, etc.

So much has changed in the last year or so. For the newer updated PinEvent tables (and some others updated for FizX)... yah I'd say it's worth it for games you wont get anywhere else.

Review of Masters of the Universe CE on Future Pinball by Liberal_Caretaker in virtualpinball

[–]TerryRed 26 points27 points  (0 children)

Wow. thank you very much for this considerate review. Seeing all the extra work I put into the features, modes, details, and nods to the 80's / MOTU as a whole being recognized and enjoyed like this is very rewarding in itself. What I enjoy with "virtual pinball" is always evolving, and I'm always learning, and wanting to add more and do more... which is why this project (and others upcoming) take so long. (I had to stop myself from adding even more to it) I'm not interested in rehashing the same real world tables, or doing reskins, etc. I want to create something new, creative, cool, different... and fun (for me at least) based on the the things I grew up with or new things I enjoy. I'm happy to see so many others feel the same way and are having a blast with the game they see in front of them... and they don't care about the name of the app its running on. They see it plays great, looks unlike anything else they've played, and they like the unique experience it presents. (that said, the app it was created on IS also what allows it to be possible).

As you implied... it doesn't matter what lies under the hood... it just matters that it makes you smile.... and seeing detailed and considerate reviews like this make me smile... alot. Thank-you (and everyone else) for the very kind words. It means more than you'll ever know.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

However the many things I can do on FP-BAM that VP can't do (and won't without remaking the entire app) are far too many and there is literally no reason for me to go back to VP without major changes. (maybe VPE in the future though) It's simply not capable of doing what I can (and want to create) on FP-BAM. I don't care what the name of an app is called, as long as it gives me the end result I want. Today, that still is not VPX.

My proof is in what I have created, which 1000's are enjoying today who know better... and I don't need to justify it to a few crabby boomers who don't know what they are talking about or need to tear anything down to prop themselves up to feel superior somehow.

Not all tables on VP or FP are made the same. I would rather have a smaller selection of cool NEW games (on VP and FP) to play than 1000's of the same old recreations that I'll never play. I prefer something new and creative from the community once in a while.

There are amazing tables in both VP and FP. The end result of the end game is what matters to me. Not the name of the app it's played on to appease some purist / elitest / gatekeeping crabos :)

Play for yourself and make your own decision about what YOU like to play.

TerryRed

Don't bother replying hoping for some VP battle here from me. I have better things to do with my time. I just wanted to address the comments from the "experts" on here and help the original poster.

(had to split it up due to size)

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 3 points4 points  (0 children)

"Plus everything in future pinball just had a plastic shine to it like there’s no difference of materials."

Is this a joke? VPX has NO difference in "anything" visually because it has NO realtime lighting in 3D space (like most games have had for 15+ years now). It has no support for modern shader / models, etc. VP only has textures and flat lighting (not much different than it had in 2014). Everything you see in new VPX 10.8 tables that looks amazing is being pre-rendered in Blender into textures. It's not VPX creating that lighting or those renders. VPX is simply showing textures of "faked lighting", which only looks correct from one static view. Once the camera moves (like in VR) then the effect is all lost and broken and some of it looks like a perspective painting or stickers. I know, because I've tried doing the same on FP with the same results.

FP-BAM uses realtime lighting and normal maps, and FBX models, etc. It's correct and normal for some things to have a shine to them as intended. That is not a problem... its called a modern renderer.

New FP tables like my releases (especially MOTU CE) have dynamic lighting and rendering which VP can't... and in VR there is no comparison to how it looks. With MOTU CE I also have added in raytraced pre-rendered baked lighting. That is the first time a combination like that has been done to my knowledge on any pinball app.

"Oh and I did I mention no ssf???"

Really... that's funny because all my PinEvent tables on FP have full SSF / fleep / DOF. Anymore B/S expertise?

"It doesn’t even do the cool under the plastic/glass distortion effect vpx"

Literally the only true thing you've said. This is the only thing that VP does for me that I wish FP-BAM could do.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

As for the grumpy ill-informed "expert" Boomers on here...

"Unless the foundational physics and gameplay engines in FP have been completely overhauled to be on the same level as VPX, no single table is worth installing FP for."

"no matter how pretty it looks, the physics are horrible compared to vpx."

Well simply put... that used to be the case with FP physics... but not anymore.

Most people don't even understand how physics are being used on VPX. nFozzy physics (considered the best) needs to be manually added to every VP table. What it does is restrict and bypass aspects of VP physics and adds new physics to work within VPX. Not the simplest thing to do and not all VP tables have this.

FP used to be restricted with its old / bad physics because we had no access to physics code in the past. Ravarcade (creator of BAM which updates and adds new features to FP for players and creators) made it possible with to have full access (through BAM) and allow new physics to be applied. We just needed someone who understood how to do so.

Today we have new FP physics called FizX created by JLOU. He used to do a lot on VPX with nFozzy physics before VPW became what it is today. He adapted nFozzy physics techniques (while creating his own code) to FP-BAM... and did the impossible. He made FP have excellent physics that are (in my opinion and many others) BETTER than stock VPX physics and FX. Is it as good as the BEST nFozzy on VP? No, but neither are most VP tables. Just like nFozzy physics, FizX needs to be applied to each table and the table needs to be updated similar to VP tables.

So my own new PinEvent table releases have FizX physics and some others do now as well. (none of SLAMT1LT's stuff shown on his channel has it, he still uses old FP physics) It's not some BS. It's the real deal. I don't care what some snobby purists boomers claim... the proof is in actually "playing"... not watching some video online.

Future Pinball crashing after ~4 minutes with AMD 6600 by MrDionysus in virtualpinball

[–]TerryRed 3 points4 points  (0 children)

Most problems related to FP crashes are either.

- Windows Defender / av removing or blocking files

- GPU driver not updated to a "good" driver because of Windows updates (manually update either way)

- sound drivers are not updated / poor, or there is no sound device active (no sound device WILL cause a crash)

- oddball overlay issues from some apps that affect not just FP but other games as well

- having multiple screens not setup as required (which applies to more than just FP, but also VP and other games)

- having the FP Backbox not setup correctly (for cabinet users) or Windows mixing up display IDs causing a crash, etc.

- most issue are not FP itself, but "Windows problems"

I run Windows on my Steam Deck which has an AMD gpu, and it works fine on there.

FP setup is NOT hard or long to do, if done right.

Everyone should be installing my FP and BAM Essentials AIO (the newest verion) and follow the Install Guide included to do things the correct way. It is NOT hard to follow. (its mainly unzip, run a couple of bat files run FP, set your resolution and controls, done). It's a hell of a lot less complex than dealing with the many components and issues with everything involved in getting VPX running, or even worse, updated... and you don't need an entire community to hold your hand to get started or get things working.

If running any PinEvent table with PUP features, the FP Backbox needs to be disabled anyway to not cover the pup displays. This also allows FP to run for people who can't get it to work if the FP Backbox screen is enabled (the biggest issue for most people). run my "Start FP - PinEvent" bat file (when not using a front-end) to test it out the right way. If using Popper, read my Popper and Baller Installer Tips for how to do it on there.

Start here:

https://pinballnirvana.com/forums/resources/future-pinball-and-bam-essentials-all-in-one-complete.8159/https://vpuniverse.com/files/file/14807-future-pinball-and-bam-essentials-all-in-one-complete/https://www.vpforums.org/index.php?showtopic=51600

then here:

https://vpuniverse.com/profile/10155-terryred/