DX11 Public Beta Bugs

nudnick

New member
Apr 8, 2014
276
0
Lag that is happening on CV seems to all be centered around the Ring Master. When he's up and you punch him, the ball rolls away from him with lag. When ball is up on his hat and he swings it off, as soon as it leaves his hat there is a few seconds of lag on the ball. Plunging the ball is jerky for second as well. Seems to be happening when bulb inside Ring Master is lit up. When Ring Master is down, I get no ball lag on table.

Checking other tables with big moving parts (like Fun House Rudy) not seeing the ball lag.
 

FlippyFloppy

FarSight Employee
Nov 13, 2013
2,629
0
Lag that is happening on CV seems to all be centered around the Ring Master. When he's up and you punch him, the ball rolls away from him with lag. When ball is up on his hat and he swings it off, as soon as it leaves his hat there is a few seconds of lag on the ball. Plunging the ball is jerky for second as well. Seems to be happening when bulb inside Ring Master is lit up. When Ring Master is down, I get no ball lag on table.

Checking other tables with big moving parts (like Fun House Rudy) not seeing the ball lag.

Try turning off the event camera. Does this issue still happen?
 

shutyertrap

Moderator
Staff member
Mar 14, 2012
7,334
0
I just finally got around to looking at Jack*Bot...yeah, I know. Anyway, am I the only one who thinks the lights are way to bright? The GI lights are completely blown out white blobs and anything over 15%. At 0% you can see them as bulbs, but a lot of the other lighting is then on the dim side. Is the table at the studio kitted out with LEDs? The large bulbs on the back of the pin that go straight across (yellow I think) also lack any dimensionality and are just blobs of color. If the GI lights and those were knocked down a bit without affecting the other lighting, I think it'd be fine. All the other tables I've messed with, I've never gone below 35% on, so this one seems a bit extreme.
 

nudnick

New member
Apr 8, 2014
276
0
Try turning off the event camera. Does this issue still happen?

Event camera is "off" when this happens. I'm in portrait 1080x1920 native.

AMD Phenom II x6 1090T
8 GB RAM
Nvidia GTX 560
Win 8.1 64bit

The 560 is a bit dated, but the AMD processor really comes through for me. Like I said, not seeing any ball lag on other tables (I got em all) and I know some of the other tables have got to be putting a strain on things as well. Since the beginning of this open beta, this is the first bit of ball lag I've seen yet.

When I first enter some of the other tables, I'll see a slight bit of lag on fly-by preview screen, but as soon as I hit start and fire up the table, all is fine.
 

Robert Misner

New member
Oct 4, 2014
610
0
I like jackbot with room 10% bulb 55% looks amazing.
Directly looking at the exposed bulbs are blown out abit but the range light throws is so short it balances out
 

seattlemark

New member
Jan 8, 2013
295
0
On my AMD R7770, I am having terrible lag with Cirqus V even when the Ringmaster is not up, and even when Event camera is off. Although I haven't tested all the tables yet under DX11 (I also own them all), so far Cirqus is the only table I have seen this lag on. It sometimes takes the ball a very long time to roll from the top of the table to the flippers. When I use closer up camera 4 where the flippers are the largest, the ball lag seems even worse.
 
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seattlemark

New member
Jan 8, 2013
295
0
I wonder if this CV lag problem is happening mostly for those PCs that are using AMD/ATI graphics. There has also been discussion of the problem in the "DX11 Public Beta Now Available" thread.
 

nudnick

New member
Apr 8, 2014
276
0
I wonder if this CV lag problem is happening mostly for those PCs that are using AMD/ATI graphics. There has also been discussion of the problem in the "DX11 Public Beta Now Available" thread.

I've got AMD 6 core processor but an Nvidia GTX 560 graphics card ...
 

Mike Reitmeyer

FarSight Employee
Mar 13, 2012
1,735
1
Small Patch, busy working on next table.

Version 1.37.12
- Fixed highwire multiball on CV
- JackBot collision updates.
 

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
DX11 V1.37.12 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.
  • Attack From Mars: Side GI (texture swap) has been carried over from DX9.
  • Attack From Mars: Find a way to strengthen the Strobe light?
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield. Should be the other way around.
  • Haunted House's bumpers needs GI.
  • Fullscreen is not functional at this time. Known issue.
  • Missing 1K spinner sound on High Speed. Sound is present in DX9, though.
  • Creature: Overall lighting needs brightened.
  • Creature: As the ball travels along the right ramp, it touches the gate of the left ramp.
  • 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.
  • Cirqus Voltaire: Highwire Multiball fails to start after lock 3.
  • Earthshaker: GI activity may need tuning (light brightness is fine; just on features like Match Up)
  • Earthshaker: Plunger may be too powerful, hitting 100k on max plunge. I noticed the ball rattle a bit on the spiral on max plunge. A tad less works fine for going on the Overpass.
  • Fish Tales: Captive ball lights are too dim.
  • Black Knight 2000: Only half of the backbox is lit.
  • Black Knight 2000: RANSOM letters are dim.
  • Cactus Canyon's backglass isn't lit.
  • White Water: Two different colors on the Shoot Again light.
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Champion Pub: Start Fight light sequence missing on both health bars: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • Whirlwind: Light effects around the flashers remain on. https://www.youtube.com/watch?v=wajnSB882p4
  • Whirlwind: Plunging and making the 3-Toll ramp, a bit less than full power. That ramp needs to feel more steep.
  • Whirlwind: Set of Super Door Values lights to be like Earthshaker and Cyclone?
  • Twilight Zone: 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.
  • Twilight Zone: Brighter flashers, similar to that of Addams Family?
  • Twilight Zone has a sound missing during the opening Mutliball sequence: (It may have been interrupted by another sound...) http://youtu.be/K5DY_Mr2n3U?t=5m49s
  • Twilight Zone: Metal ramp in the Lock is missing. http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Twilight Zone: Camera wall is missing. http://www.ipdb.org/showpic.pl?id=2684&picno=37888&zoom=1
  • 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.
  • Addams Family: Bonus count is a bit off-sync. Sounds are supposed to align with the "animations" on the DMD. Refer to videos on the internet.
  • Addams Family: Cousin It's bonus tune now is lower-pitched, and Mamushka's bonus tune is higher-pitched.
  • Phantom's right habitrail interferes with the metal piece around the spinner. http://www.ipdb.org/showpic.pl?id=1777&picno=9468
  • Starship Troopers' main music is getting cut off early. https://www.youtube.com/watch?v=QoDUY4AIED4
  • Star Trek's Delta ramp gate isn't aligned to the metal piece below the Lock/Super bulbs. http://www.ipdb.org/showpic.pl?id=2357&picno=13798
  • Pin*Bot's red topper is missing. http://www.ipdb.org/showpic.pl?id=1796&picno=21840&zoom=1
  • Skewed cabinet art on Firepower. http://www.ipdb.org/showpic.pl?id=856&picno=44750&zoom=1
  • Tube at the Re-Entry is really faded on Black Hole.
  • Theatre of Magic is missing a switch that plays a sound on the right habitrail: http://youtu.be/PMYdwfq8mng?t=1m4s
  • Class of 1812: The teeth and heart are supposed to be in the rhythm of the music during Multiball.
  • Black Knight: Locks need more tuning. Just had a second ball locked where it's supposed to exit.
  • Black Knight: Sometimes the first lock doesn't register. A nudge can solve this problem.
  • Black Knight: Depending on how balls are positioned, a third lock up top can be denied.
  • Shutyertrap's and other users' mentions listed.

 
Last edited:

seattlemark

New member
Jan 8, 2013
295
0
DX11 V1.37.12 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.
  • Haunted House: An upper playfield plastic is lit when the ball is in the lower playfield. Should be the other way around.
  • Fullscreen is not functional at this time. Known issue.
  • Missing 1K spinner sound on High Speed. Sound is present in DX9, though.
  • Creature: Overall lighting needs brightened.
  • Creature: As the ball travels along the right ramp, it touches the gate of the left ramp.
  • 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.
  • Cirqus Voltaire: Highwire Multiball fails to start after lock 3.
  • Earthshaker: GI activity may need tuning (light brightness is fine; just on features like Match Up)
  • Earthshaker: Plunger may be too powerful, hitting 100k on max plunge. I noticed the ball rattle a bit on the spiral on max plunge. A tad less works fine for going on the Overpass.
  • Fish Tales: Captive ball lights are too dim.
  • Black Knight 2000: Only half of the backbox is lit.
  • Black Knight 2000: RANSOM letters are dim.
  • Cactus Canyon's backglass isn't lit.
  • White Water: Two different colors on the Shoot Again light.
  • White Water: Occasional ball hops at Bigfoot Bluff's diverter. http://youtu.be/9uFpTJeTld4
  • Champion Pub: Start Fight light sequence missing on both health bars: https://www.youtube.com/watch?v=CzFvBmwIx5g
  • Whirlwind: Light effects around the flashers remain on. https://www.youtube.com/watch?v=wajnSB882p4
  • Whirlwind: Plunging and making the 3-Toll ramp, a bit less than full power. That ramp needs to feel more steep.
  • Whirlwind: Set of Super Door Values lights to be like Earthshaker and Cyclone?
  • Twilight Zone: 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.
  • Twilight Zone: Brighter flashers, similar to that of Addams Family?
  • Twilight Zone has a sound missing during the opening Mutliball sequence: (It may have been interrupted by another sound...) http://youtu.be/K5DY_Mr2n3U?t=5m49s
  • Twilight Zone: Metal piece in the Lock is missing. http://youtu.be/00LzUVAzJ8o?t=1m3s
  • Twilight Zone: Camera wall is missing. http://www.ipdb.org/showpic.pl?id=2684&picno=37888&zoom=1
  • 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.
  • Addams Family: Bonus count is a bit off-sync. Sounds are supposed to align with the "animations" on the DMD. Refer to videos on the internet.
  • Addams Family: Cousin It's bonus tune now is lower-pitched, and Mamushka's bonus tune is higher-pitched.
  • Phantom's right habitrail interferes with the metal piece around the spinner. http://www.ipdb.org/showpic.pl?id=1777&picno=9468
  • Starship Troopers' main music is getting cut off early. https://www.youtube.com/watch?v=QoDUY4AIED4
  • Star Trek's Delta ramp gate isn't aligned to the metal piece below the Lock/Super bulbs. http://www.ipdb.org/showpic.pl?id=2357&picno=13798
  • Pin*Bot's red topper is missing. http://www.ipdb.org/showpic.pl?id=1796&picno=21840&zoom=1
  • Skewed cabinet art on Firepower. http://www.ipdb.org/showpic.pl?id=856&picno=44750&zoom=1
  • Tube at the Re-Entry is really faded on Black Hole.
  • Theatre of Magic is missing a switch that plays a sound on the right habitrail: http://youtu.be/PMYdwfq8mng?t=1m4s
  • Class of 1812: The teeth and heart are supposed to be in the rhythm of the music during Multiball.
  • Shutyertrap's and other users' mentions listed.

Hi Pinballwiz, I'm dieing to know. How are you always able to post those new results so quickly after Mike has posted his build announcement? :) In the above case your post was just 4 minutes after Mike's. A thought, are you updating your prior list, and automatically leaving any entries from that prior list that Mike has not including in his announced fixes for the new build?
 
Last edited:

Pinballwiz45b

Well-known member
Aug 12, 2012
3,678
33
Hi Pinballwiz, I'm dieing to know. How are you always able to post those retested results so quickly after Mike has posted his build announcement? :) In the above case your post was just 4 minutes after Mike's.

I go by what kinds of issues are fixed and which ones are not. If they're not, they get carried over from build to build. Though, I may have missed some issues that may need checked on.

The last build featured the Cirqus Highwire Multiball fix and Jack*Bot collision issue, and I highlighted CV green to signify that it's fixed.
 

seattlemark

New member
Jan 8, 2013
295
0
I go by what kinds of issues are fixed and which ones are not. If they're not, they get carried over from build to build. Though, I may have missed some issues that may need checked on.

The last build featured the Cirqus Highwire Multiball fix and Jack*Bot collision issue, and I highlighted CV green to signify that it's fixed.

Excellent. That's what I guessed after I first posted (and why I subsequently had edited my post). You're awesome! Thanks for doing this for all of us.
 

joeh1974

New member
Apr 21, 2015
1
0
DX11: Star Trek TNG

After hitting The Final Frontier, table locked up after all of the multiballs came onto the table. DMD became scrambled, and I lost control of the table. Sound effect kept looping over and over. Only way to exit the table was to kill the application.
 

LiquidFreon

New member
Dec 9, 2012
32
0
DX11: Star Trek TNG

After hitting The Final Frontier, table locked up after all of the multiballs came onto the table. DMD became scrambled, and I lost control of the table. Sound effect kept looping over and over. Only way to exit the table was to kill the application.

Hmm... I can't be too certain, but it sounds like Q may be involved.
 

PALADiN

New member
Aug 14, 2013
179
0
I wonder if this CV lag problem is happening mostly for those PCs that are using AMD/ATI graphics. There has also been discussion of the problem in the "DX11 Public Beta Now Available" thread.


You might be onto something there as I also saw lag/performance issues with CV on the Xbox One version (the Xbox One uses an AMD GPU from what I can recall).
 

lettuce

New member
Mar 17, 2012
1,086
0
Is it possible at all in a future release to have an option to disable the 'Match' DMD animation after each game?, it's completely worthless (apart from the interesting animations) as all TPA tables are set to free play anyways and just slows down the amount of time for you to start a new game!
 

SilverBalls

Active member
Apr 12, 2012
1,233
3
On the subject of options to disable. Can we please have one to disable the 'Goal complete' notifications - unless there is one already? . 3 reasons: 1. They are not part of the real table. 2. They remind you are playing a Sim and not real pinball. 3. In portrait they appear on top if the flippers sometimes resulting in a ball loss.

As a side note what are they for? :)
 

Biff

New member
Sep 18, 2012
1,175
0
You might be onto something there as I also saw lag/performance issues with CV on the Xbox One version (the Xbox One uses an AMD GPU from what I can recall).

I have a AMD GPU (& CPU) without perfomance issues and I'm not the only one.
When you go through all the posts in the DX11 threads you will see that this is not a specific AMD issue.

The important question really is - Which Amd or which Nvidia GPU do you have?




PS: seattlemark, did you turn on Supersampling AA again? Please don't do that. :)
 
Last edited:

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