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INTERMEDIATE · PAGE 04

Table Settings

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How do you edit the settings on a table?


Within the table - the pause menu

If you press the return button << while you are in a table, a pause menu appears with various tabs to table settings. Once you've edited a setting, scroll up to the save icon and press it to save.

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Within the Table Manager - in the .ini file

The table .ini file is where all the table settings are stored. This includes POV settings, resolution settings, button mapping, dmd settings etc.

There are multiple .ini files that VPXS use, but only one that we would want to edit.

Open File Manager > external > vpx-table. The .ini file that you want to edit has the same name as your .vpx file, but with the .ini extension.

If a VPinballX.ini file is also present, do not edit that file!

Which ini to update







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Set Global Settings

You can set global settings via a Default_VPinballX.ini file in the root of your drive (File Manager home screen).

In your File Manager, create new file and name it exactly Default_VPinballX.ini.

In there, you can add any settings you want to apply to all tables.


WARNING

Please keep this file as empty as possible.
Only settings you genuinely need global (i.e. button mappings for broken buttons etc)
Having too many items in here can break future VPXS bundle updates.



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Resolution settings

The below fields controls the resolution of the table.

[Standalone]
BackBufferScale = 0.5

[Player]
MaxTexDimension = 3072
FXAA = 1

[BackBufferScale] - How to gain performance or increase resolution

BackBufferScale is the field that scales up or down the total resolution displayed.

BackBufferScale Resolution (w/ default [MaxTexDimension]) Graphics Performance
1.000000 Max Resolution Best Graphics Worst Performance
0.833333 3200x1800 Amazing Graphics Big hit to Performance
0.666666 2560x1440 Better Graphics Slight hit to Performance
0.500000 1920x1080 Default Graphics Default Performance
0.416666 1600x900 Slight hit to Graphics Better Performance
0.355729 1366x768 Big hit to Graphics Amazing Performance
0.333333 1280x720 Worst Graphics Best Performance

If set to 1, then tables will display in 4K.

0.5 is the default we use for VPX standalone.

Setting this setting, to one of the values above that is below 0.5, is a really good way to gain additional FPS.


[MaxTexDimension] - How to set max resolution

MaxTexDimension is the maximum resolution at which textures will display. 2048 and 4096 are also valid settings, but things start getting pretty fuzzy at 2048. This doesn't have a huge impact directly on performance, but setting it below 4096 does seem to improve frame consistency, and will get some tables to run without locking up which would otherwise.


[AAFactor] - Performance

You can lower the anti anliasing via this setting.

It's defaulted to 1, and lowering it can help with FPS. I would keep it at 0.9 or above. 0.8 if you need to push it.

[Player]
AAFactor = 0.95


[FXAA] - How to set anti aliasing

FXAA is the anti aliasing. the below list are the available settings: - 0 - Disabled - 1 - Fast FXAA - 2 - Standard FXAA - 3 - Quality FXAA - 4 - Fast NFAA - 5 - Standard DLLA - 6 - Quality SMAA

Note: Some tables actually run better with FXAA set to 1 rather then 0! So make sure to double check which setting is the fastest on the table you are testing.





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Update Ball Image

The ball image a table uses can be updated to your preference by including the specific ball image in /external/balls.

Once you have a ball image you want uploaded to the folder, you can choose the ball you want in the Graphics menu in the InGameUI.

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Once you save, the ini entry in the table folder will look like the following (this example uses ball_HDR.png for reference):

[Player]
OverwriteBallImage = 1
BallImage = /media/usb0/external/balls/ball_HDR.png
If you want to use the same ball universally, copy the entry from the table specific ini to Default_VPinballX.ini in the root of the USB drive.

You can download a ball image from VPUniverse or VPForums, like here: HD ball graphic v1.3 by baloo42

Or, to extract a ball image from another table: 1) Open Visual Pinball on your PC 2) Open table (vpx file) that has the ball image you want 3) Go into 'Image Manager' 4) Find the ball image 5) Extract





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Resume Countdown Timer

Pause menu now has a countdown timer when you un-pause.

Defaults to 5 seconds, but is configurable under:

[Player] 
PauseResumeCountdownSeconds =





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POV


How to Edit the POV

The below video does a great job of running through how to edit a tables POV:

YOUTUBE: ♥️ EASY ♥️ How to Adjust POV in VPX 10.8 Visual Pinball - VP Wizards


The basics are: - While a table is running, plug in a keyboard and press F12.
That brings up the table settings menu.

  • Press the left and right shift keys to change the values/page number up or down.

  • Press the left and right control keys to move up and down the menu items.

  • Press the 1 key, or Start on the cab, to save the file.



Getting a Good POV

The below photos of a real pinball machine are a good illustration of what we are looking for in a POV. The playfield disappears away from you towards a vanishing point, creating a keystone shape. That still happens in lesser degrees if you pull the rails up parallel, but that's not really a realistic POV most of the time because pinball playfields have depth and lcd screens do not. Then, you kind of fiddle with each table because they may have features that you want to be sure are visible. For instance, Megadeth would just not be the same if you were only looking at the top of Vic's head instead of that handsome mug.

To add a little more detail, we have chosen to prefer Cam 2 POV in wizard tables because unlike the legacy view, they do not warp the features of the table as the POV is adjusted. The legacy (and still default POV) 'physically' alters the table as you move it around and can really screw shots up. Lanes may become narrower or distorted, etc.

So, in Cam 2, you are essentially given a 3d object for which you can stretch the X and Y, or raise and lower the front or the back of the cabinet, effectively adjusting the appearance of its pitch, and that keystoning happens as a practical and realistic result. There is a little more than that, but that's the gist and the most of it. So, commonly, you end up with the side rails. If the table has side art, that helps conceal some of the narrowing of the table. If we can hide the top rails, often we (mostly) will. But usually it's going to look like your Megadeth example to some degree.







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Brightness

[Player]
OverrideTableEmissionScale = 1
EmissionScale = 0.5

First is the flag that says to override the brightness, the second is the brightness 0 to 1





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Set coin button to multiple coins

You can swap the button mapping for the AtGames button to JoyAddCredit2Key to have multiple coins be added through one button push.

[Player]
JoyAddCreditKey = 
JoyAddCredit2Key = 1

First is the flag that says to override the brightness, the second is the brightness 0 to 1





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Button mapping settings

The standard buttons used by the 4KP while in a VPXS table can be remapped, by adding the below lines to your tables .ini file.

ALP 4KP button id's are as follows:

  • Left Flipper: 10

  • Left Nudge: 14

  • Right Flipper: 11

  • Right Nudge: 15

  • DPad Up: 6

  • DPad Down: 3

  • DPad Left: 8

  • DPad Right: 9

  • Front Nudge: 12

  • Start Button: 2

  • AtGames Button: 1

  • Rewind Button: 13

  • A:

  • X: 12

  • B: 4

  • Y:

  • C: 15

  • Z: 11

To remap an existing button, set the current mapping to 0 then assign the button elsewhere.

For example, to remap the left and right nudge buttons to left and right magnasave you need to unmap the current mapping of JoyLTiltKey and JoyRTiltKey in order to move the mapping to JoyLMagnaSave and JoyRMagnaSave.

[Player]
JoyLTiltKey = 0
JoyRTiltKey = 0
JoyLMagnaSave = 14
JoyRMagnaSave = 15

Below is a full list of joykey settings:

[Player]
JoyLFlipKey = 
JoyRFlipKey = 
JoyStagedLFlipKey = 
JoyStagedRFlipKey = 
JoyPlungerKey = 
JoyAddCreditKey = 
JoyAddCredit2Key = 
JoyLMagnaSave = 
JoyRMagnaSave = 
JoyStartGameKey = 
JoyFrameCount = 
JoyVolumeUp = 
JoyVolumeDown = 
JoyLTiltKey = 
JoyCTiltKey = 
JoyRTiltKey = 
JoyMechTiltKey = 
JoyDebugKey = 
JoyDebuggerKey = 
JoyCustom1 = 
JoyCustom2 =  
JoyCustom3 =  
JoyCustom4 =  
JoyPMBuyIn =  
JoyPMCoin3 =  
JoyPMCoin4 =  
JoyPMCoinDoor = 
JoyPMCancel = 
JoyPMDown = 
JoyPMUp = 
JoyPMEnter =  
JoyLockbarKey = 
JoyTableRecenterKey = 
JoyTableUpKey = 
JoyTableDownKey = 
JoyPauseKey = 
JoyTweakKey = 
JoyExitGameKey = 





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Make Table DMD Fullscreen

You can edit the size of the DMD screen by using the ...WindowWidth and ...WindowHeight settings.

If you want the DMD to be full screen, set the width to 1920 and the height to 1200. Just a warning though, it will stretch the image.

[Standalone]
FlexDMDWindowWidth = 1920
FlexDMDWindowHeight = 1200
PinMAMEWindowWidth = 1920
PinMAMEWindowHeight = 1200





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