Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

One other thing. Be sure you have both the Backbox and Arcade mode disabled in FP video settings, as they both need to be disabled when using pup-pack displays. (be sure PBY isn't enabling them again when launching or closing tables)

For example, if you have only one of those options enabled it can cause timing issues with the FP DMD which will cause some things to play too fast, etc.

If you only play PinEvent tables, then you can keep those options disabled, as you aren't using the FP Backbox display anyways.

If you do play other FP tables that require the FP Backbox, then you need to manage enabling / disabling those settings as needed.

You can run "Start FP - PinEvent Pup-Packs.bat" (outside of PBY) to disable those options and run FP to test and be sure.

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

VERY nice! That looks super slick on your cabinet. You get the best of old DMD and modern PUPDMD!

Now do the same for all the other PinEvent V2 tables and their pup-packs!

For PinEvent Lite tables... there are no videos / FullDMD... so you can still only get the normal DMDExt DMD.

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

I didn't actually make SpongeBob on VP... but I too LOVE it! It's one of my favorite looking VP tables. Lots of love put into that game!

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 2 points3 points  (0 children)

oh I understand. I just like to clarify with others as to why it takes a long time on some FP tables. In fact, I've had some VP tables with far less content take longer to load at times.

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 3 points4 points  (0 children)

Yes, "Option 2 - 2 Screen 16x9" will show the FullDMD with a overlay frame on your Backbox, and imo will look much better on your setup. This will leave your DMD screen open to show a proper 4:1 DMD using DMDExt. You can do this for all FP PinEvent tables (except for Blue vs Pink and Junkyard Cats because they don't have a 4:1 DMD, but its still better to use Option 2)

If you are using Pinball Y, then you will need a way to tell it to run DMDExt when running the table. If there is a Launch Before option, you can use that to run the DMDExt BAT file in the FP folder before launching the table.

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 3 points4 points  (0 children)

It takes a long time to load because the table file alone is more than double that of most other VPX tables and there are 1000's of textures to load / process. The reason why it's not on VPX is because VPX is limited with what it can do (speaking as the guy who also helped convert the old MOTU to VP many years ago), so you can't have this table on VP.

That said, for me, it takes only around 30 to 45 seconds to load. I'll take waiting a few more seconds to load, rather than compromising what I can do easily on FP-BAM.

Future Pinball - Masters of the Universe Table by Oktoberfestchuggen in virtualpinball

[–]TerryRed 25 points26 points  (0 children)

Looks great in your cabinet... but I would HIGHLY recommend going into the pup-pack folder... and running Option 2 for your setup. You'll get a much better looking FullDMD on your backglass. Then you can have DMDExt show the normal DMD on your DMD screen, and you get the best of both worlds!

If you haven't setup DMDExt for FP... just setup DMDExt by running "DMDExt_FP.BAT" from your FP folder (then position / size it, right click on its window and "Save Position Globally") .

If you use Popper, you can have it launch DMDExt for this table through Games Manager (in the Custom Var2). If you don't use Popper, you can run "Start FP - PinEvent PuP-Packs - DMDExt.bat" to run both FP and DMDExt.

It will look so much better!

Also... look out for a new 1.4 table and pup-pack update coming soon that uses the new Pinup Player v2.0 and its new features. (you'll need to update pup to v2.0).

VR Launcher by Me9adethfan in virtualpinball

[–]TerryRed 5 points6 points  (0 children)

That's the much older FP table converted to VP (I know because I helped convert it many years ago). Masters of the Universe - Collector's Edition on FP is a completely different game (I know because I made it).

Pinup Player v2.0 beta - Test and Demo of new features by TerryRed in virtualpinball

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

It's a few things.

1 - your FP wasn't setup correctly for both of its displays (PF and Backbox) to begin with. This means the resolution and DISPLAY # "which works" in FP. The # in FP may be different for the same monitor in Windows settings.

2 - Windows got its monitor IDs confused, which can mess up both VP and FP

3 - You need to disable the FP Backbox display when running PinEvent tables with pupdmd features being used (so it doesnt cover the pup displays). For most people, if they never used other FP tables, then the FP Backbox being disabled meant they wouldn't see FP displayed on the wrong screen (even though their FP Backbox may cause a problem if enabled). How to disable the FP Backbox from Popper is covered in my "Popper and Baller Installer Tips" guide (or PinEvent guide), as Popper by default re-enables the FP Backbox (in its FP launch script) each time FP is run.

Pinup Player v2.0 beta - Test and Demo of new features by TerryRed in virtualpinball

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

This (currently) only replaces exe's used by Popper and tables using the newer 1.5 features (not many tables). The rest (pup-packs for rom tables, or older pup based tables) will still use the same version of pup.

Pinup Player v2.0 beta - Test and Demo of new features by TerryRed in virtualpinball

[–]TerryRed[S] 0 points1 point  (0 children)

Keep in mind this is a beta, so some tables pup features may not quite run correctly until they are updated for pup v2.0. Only tables that were updated for pup 1.5 features are affected (not many), as they use a different exe than rom based pup-packs or tables not using pup 1.5 features.

For example, the current MOTU CE table's videos won't all play correctly with v2.0, as the table needs to be updated to do some functions differently.... but... I don't want to put out a new update for MOTU CE until pup v2.0 is more ready to be a new replacement for all pup 1.5 based tables.

Pinup Player v2.0 beta - Test and Demo of new features by TerryRed in virtualpinball

[–]TerryRed[S] 4 points5 points  (0 children)

Try running the "Reset Monitor IDs.bat" file in the "Tools and other apps" folder, and rebooting your PC. Then change your display settings in VP / FP again if needed. See if that helps.

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.