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Dev thread: Road to DX9


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#1021 mukuste

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Posted 05 March 2014 - 08:40 AM

No Boogiemen on EATPM:

 

The boogiemen show just fine on the JPSalas version of the table, which the newer one is based off, IIRC. If someone could check into the tables and see what changed between these versions with regards to the boogiemen, that would be helpful.

 

 

Strange gray lines:

 

For those getting this issue, could you try disabling ball shadows and see if it fixes it? I have a suspicion that something gets messed up there, but have a hard time reproducing it since it's basically random. So try a few times if possible to be sure.

 

Also, a screenshot would be helpful to know if we are talking about the same thing.



#1022 mukuste

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Posted 05 March 2014 - 09:04 AM

Another related question: have ball shadows been working for anyone at all in the recent builds (also VP9.2.1)? It seems to me they were fundamentally broken since r653 on 2013-09-12.

 

Wait no, there's something else going on.


Edited by mukuste, 05 March 2014 - 09:14 AM.


#1023 toxie

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Posted 05 March 2014 - 09:14 AM

yes, for me it works (could still be buggy though, very likely given the code mess ;))



#1024 BananaBoat

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Posted 05 March 2014 - 09:28 AM

Actually works for me too

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#1025 boiydiego

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Posted 05 March 2014 - 09:48 AM

T2 issue is known. I specifically noted in the release post that flicker is usually due to AA.

 

The ball shouldn't behave differently than in VP9, nothing was changed on the physics in this version. However, someone also mentioned in the VP 9.2.1 beta thread that the ball is much faster in the last builds, but I have no idea what could cause it. (see http://www.vpforums....33#entry257408)

 

the ball thats faster is for me a hugh problem i feel it in lots of table 9.20 was best version for me and 9.2.1 beta was much faster also dx9 has the problem.


Edited by boiydiego, 05 March 2014 - 09:49 AM.

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#1026 mukuste

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Posted 05 March 2014 - 10:09 AM

Ok, it was something that I messed up during the conversion from the region-based to the non-region-based renderer. So actually ball shadows/decals were broken in all DX9 test versions, but (almost) nobody complained so far :D I think someone did mention decals at some point.

 

This bug basically caused random stuff to be written to the screen because the shadow/decal vertices were not set up correctly, so it could have caused all kinds of random glitches. I assume that at least it was the reason for the gray lines people were getting. This should be fixed in the next release.



#1027 Argo

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Posted 05 March 2014 - 10:47 AM

@mukuiste: disabling ball shadows or decals didn't fix the issue.


Edited by Argo, 05 March 2014 - 10:48 AM.


#1028 slashbot

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Posted 05 March 2014 - 10:53 AM

Mukuste,

 

Correct me if im wrong but I got the impression that the ball physics are better with the dx port, maybe its due the higher framerate we have? But im breaking a lot of grand champion highscores lately (Highspeed2,Fishtales,Monster Bash).

A thing i noticed is that the ball is going a lot faster when u launch it in Circus Voltaire also no micro stutter in multiball.

Im running on Windows7 32bit with a lot of windows services i don't use turned off.

 

So far so good, thanks a lot for all the work u did.


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#1029 mukuste

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Posted 05 March 2014 - 10:55 AM

NB: Test8 had the "exit on pause menu" bug from mainline VP. This is fixed by Test8a.

Download VP9_DX9_test8a here: Attached File  VP9_DX9_test8a.zip   669.59KB   191 downloads
Important: instead of fullscreen mode, run in "windowed fullscreen" mode.

If you get flicker, please disable AA.

Table compatibility spreadsheet (thanks to gtxjoe): https://docs.google....EPwri8/viewform

 

Ok, I think we've accumulated enough stuff to warrant a new test version.

 

If you still get black insert lights on a table, please first try going through the table's playfield GI textures (usually called playfield_XX, pfX, or similar) which are black where the lights are located, and set their transparency color to pure black.

 

When reporting an issue, please first make sure it's not already in the list of known general issues or table issues below! If it's not, then please add it in the form above.

 

As usual, if you find glitches: screenshots and exact table names/versions help a lot to track them down!
 
Changes since Test7:
  • decals now have a much smaller depth bias
  • fixed hash collisions occurring on texture lookups (shrunken head on RBION)
  • fixed rendering of ball shadows and decals; this should also get rid of some glitches
  • flashers are now correctly depth sorted
  • optimizations to spinner and ball rendering
  • average and max frame time is now shown on FPS display (F11). Check and report this if you have stutter issues!
  • fixed some uninitialized memory accesses

 

Known general issues:

*) textboxes don't work
*) EM reels only work in Image Reel mode, not Text Reel
*) text decals don't work
*) kickers cut the ball in half
*) some depth ordering issues remain
*) Stereo 3D only works on NVIDIA so far
*) AA hardwired to 4xMSAA, flickers
*) textures aren't preloaded, can lead to stutter in some cases
*) screen shake doesn't work
*) adaptive vsync always falls back to normal vsync (can only be supported if we drop XP)
*) stereo3D parameters are different
*) "real" full screen mode doesn't work with VPM/B2S. Instead, use "Windowed fullscreen" mode.
*) lost devices aren't handled properly (real fullscreen issue only)
 

Known specific table issues:

https://docs.google....p=sharing#gid=0

 
Happy testing!

Edited by mukuste, 05 March 2014 - 01:03 PM.


#1030 BananaBoat

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Posted 05 March 2014 - 11:08 AM

Decals on ball appear....although I prefered them not visible, lol.

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#1031 mukuste

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Posted 05 March 2014 - 11:17 AM

Decals on ball appear....although I prefered them not visible, lol.

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Just turn them off, there's a checkbox in the Video Preferences for that.



#1032 boiydiego

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Posted 05 March 2014 - 11:17 AM

muskute doesnt vsync help in stabilizing fps i have set to 0 because before it bumped my fps needed for stutterless gameplay but now with dx9 must i better not set to 1 ??


Edited by boiydiego, 05 March 2014 - 11:32 AM.

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#1033 mukuste

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Posted 05 March 2014 - 11:32 AM

Just try it. It should already be somewhat better than in DX7 but I can't promise that it's stutter-free. I'm interested in how it works for you.



#1034 BananaBoat

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Posted 05 March 2014 - 11:40 AM

Mukuste, what antialias% setting should we be using in the vpinmame setup.exe? Mines set to 50%

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#1035 boiydiego

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Posted 05 March 2014 - 11:53 AM

just played monsterbash newest on dx9 with vsync set 1 , 47fps playable but not nice to see the ball , dx9 vsync set to 0 ,  256fps looks little bit better but still not nice to play , monster bash with 9.2.1 vsync 0 , 28fps    


what are the settings you are using in vp when testing dx9 ?


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#1036 BananaBoat

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Posted 05 March 2014 - 12:26 PM

Harlem globetrotters on tour...the ball disappears when it enters the hoop at the top of the playfield. Same kind of issue with Kings

 of Steel, ball enters hole at top, only half ball is visible....but i think you know about these issues.

Another observation, I updated the big bang bar backscreen from VPController to B2S and downloaded the most recent .direct2S file I could find and the stutter issues have disappeared.

Tried this in reverse with MBash PC Killer and couldnt get rid of micro stutter.


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Edited by BananaBoat, 05 March 2014 - 12:42 PM.


#1037 toxie

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Posted 05 March 2014 - 12:43 PM

@mukuste: somehow i cannot repro the esc/exit bug, can you please describe how you do it exactly?



#1038 mukuste

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Posted 05 March 2014 - 12:53 PM

  1. Start the player
  2. Hit Esc or Q
  3. Click on Resume (or hit Enter)

VP then completely exits. This happens consistently in Test8 for me.



#1039 Argo

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Posted 05 March 2014 - 12:59 PM

TOTAN has artifacts in the kickerholes with test8. Another thing I've noticed since earlier releases, is the "start" word near the plunger totally disappeared in "The Flinstones".



#1040 mukuste

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Posted 05 March 2014 - 01:00 PM

ARGH! I'm an idiot. Turns out I released Test8 BEFORE I merged in the latest SVN, and then tested the wrong version. Sorry, it's working now, I'll update the release post momentarily.