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True Full screen in VP 10.1 loses focus - requires Alt-tab


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#281 MrKnister

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Posted 30 October 2016 - 01:36 PM

Carny, your the man (besides the impressive progress the vp dev's made with the latest release). the "just start a simple task manager" worked for the problem tables i had starting from within pbx and the b2s problem withe the backglass not loading but throwing an error.

 

for me (running under win10) i also had to make sure, that the pbx exe is NOT in any win7 compatibility mode. 

 

these two seetings let me start now every table under pbx just fine with exclusive fullscreen mode.

 

thx !!



#282 DJRobX

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Posted 30 October 2016 - 03:38 PM

No my B2Ss all work perfect too. Kind of unfortunate, if I could reproduce problem I could fix!

My load times are good too. Barely any different from windowed. The monitor flickers maybe one extra 1/4 second when it enters true FS.

I have all connected to one video card on windows 8.1.

Edited by DJRobX, 30 October 2016 - 03:40 PM.


#283 gStAv

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Posted 30 October 2016 - 05:37 PM

so I should skip win7 or whats your advice on OS?

 

Also, anyone running true fullscreen VPX from PinballX with the B2S backglass showing WITH DOF on a Windows7 OS? Please let me know...  :throw:


Edited by gStAv, 30 October 2016 - 06:06 PM.

3rs054-6.png


#284 MrKnister

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Posted 30 October 2016 - 06:51 PM

Are your loading Times from vpx direct also that much increased or is it Just from pbx Start ?

Edited by MrKnister, 30 October 2016 - 06:52 PM.


#285 toxie

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Posted 30 October 2016 - 07:15 PM

 

 

Today i tried to improve your solution a bit by enabling bilinear filtering. But for whatever weird reason it does not work, no matter what i tried (and the same scheme works perfectly in VP for example).

The best i could find on the net is that it is not done for 'small bitmaps' because of some internal heuristic. WTF!

 

 

Found a nice little standalone lib that is pretty fast that could do the job. Will sort out some more tiny details and then this will also be solved. :)

 

 

And its in PinMAME trunk.. Works pretty well.. And its not as blurry as ddraw=1, too..  :)

(although a bit slower though if you use it with a rather high resolution)


Edited by toxie, 30 October 2016 - 07:16 PM.


#286 DJRobX

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Posted 30 October 2016 - 10:31 PM

Thanks Toxie! Can't wait to try it.

I have DOF too for those keeping score.

#287 DJRobX

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Posted 31 October 2016 - 03:13 AM

 

And its in PinMAME trunk.. Works pretty well.. And its not as blurry as ddraw=1, too..  :)

(although a bit slower though if you use it with a rather high resolution)

 

 

Looks awesome!  WAY better than ddraw=1.   We're going to make the ddraw=1 people jealous at this rate.   Thanks for doing that!

 

 I did find a minor bug:  In win_destroy_window, also set upscale_bitmap_size = 0;.    Otherwise on the second load of VPM (if you are editing a table) you'll get a black screen since VPM doesn't completely unload, but the bits never get re-allocated because it would fit in the old now destroyed buffer. 



#288 Drybonz

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Posted 31 October 2016 - 05:38 AM

Just tried the brand new experimental VPM version with toxie's new scaler... it's fantastic.  No more lines and boxes on the DMD and very crisp.  Thanks toxie and DJRobX!



#289 DJRobX

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Posted 31 October 2016 - 05:39 AM

Ok, these are the candidate base size settings for VPM:

 

standard 128x32 DMD -> 257x65 

128x16 DMD such as hook_408 -> 257x33

Sega 192x64 DMD -> 385x129

 

And then for tables with secondary displays on the playfield

monopoly -> 257x83

nba_f31 -> 257x94

ripleys -> 257x83

simpprty -> 257x89

 

I'm guessing hirolcas will be the same as monopoly as it is also rendering a seven row matrix. I no longer have that table installed.

 

I'm sure that there are more but these are the ones that I'm aware of at the moment.

 

So, to get pixel perfect output you would multiply the width and height by some integer and change the settings in the registry. Try these out and confirm.

 

Thank you for reminding me about this.   I've fixed it for the listed tables and some others.   If people find more it's easy to fix now, just have to tag the mini-DMDs as " | CORE_NODISP" in the layout definition.


Edited by DJRobX, 31 October 2016 - 05:45 AM.


#290 toxie

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Posted 31 October 2016 - 08:38 AM

@DJRobX: Good catch.. I merged it from yours already..



#291 lizard

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Posted 31 October 2016 - 08:48 AM

I am just giving the true fullscreen a go, i have read the whole thread and can't find any mention of my problem. The issue is when i am playing a table and want to exit when i hit Esc it tells me to hit enter to continue or hold Esc to quit. When i hold Esc to quit not only does it exit the table but it closes the editor as well. Is this how it is supposed to be or is there something i can do to make it exit back to the editor?



#292 toxie

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Posted 31 October 2016 - 08:55 AM

as true fullscreen mode is mainly aimed at cabinet usage, this is currently the way it works, yes.

the problem is that we cannot easily display a menu like the one you know from non-true fullscreen mode, so this was the simplest workaround (=holding ESC).



#293 MrKnister

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Posted 31 October 2016 - 08:59 AM

doesn't the "press two times the "q" button" just exit the table and not cause the editor to close ? 



#294 Drybonz

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Posted 31 October 2016 - 09:21 AM

Yes, press the Q button twice will close back to the editor.  You don't see a menu but it works just the same.



#295 lizard

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Posted 31 October 2016 - 09:41 AM

as true fullscreen mode is mainly aimed at cabinet usage, this is currently the way it works, yes.

the problem is that we cannot easily display a menu like the one you know from non-true fullscreen mode, so this was the simplest workaround (=holding ESC).

OK thanks for the explanation Toxie. I tried the press Q twice and it does go back to the editor but if i run the table again i get a fatal error cannot create d3d device.

I will run windowed on the pc that i setup the tables on and then run fullscreen on the cab and all should be good Thanks



#296 gStAv

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Posted 31 October 2016 - 11:06 AM

I'm guing nuts here guys!

 

In non full screen ALL the tables B2S works from PinballX.

In true full screen ALL the tables B2S works directly from VPX.

Now, when starting the from PinballX the backglass is just balck and I can see an error message sometimes:

 

"File 'D:\Visual Pinball\Tables\.directb2s not found. Please rename or download the matching directb2s backglass files."

 

I can see the B2S backglasses when browsing tables when setting the 'show real B2S backglass"-setting in PinballX so I know it should find it on launch...

The only two B2S tables which actually works in true full screen I found is Rescue 911 (Gottlieb 1994) and JPSalas Original of Pokemon.

 

I tried Gronis and Dozers version of attack from mars and in combo with 2 different B2S back glass files but non of them started.

I cleared out my B2STableSettings.xml too... the only thing that makes all work in full screen is to set the plugins to 0 in B2S, but that kills the DOF.

 

I can remeber reading about this error missing b2s files somewhere... Heeeelp anyone  :shutup: 


3rs054-6.png


#297 MrKnister

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Posted 31 October 2016 - 01:44 PM

@ gStAv .. did you already tried the tricks i did on advice from carny ?

 

-------------------- snip -----------------------

 

the "just start a simple task manager" worked for the problem tables i had starting from within pbx and the b2s problem withe the backglass not loading but throwing an error.

 

for me (running under win10) i also had to make sure, that the pbx exe is NOT in any win7 compatibility mode.

 

-------------------- snip -----------------------



#298 DJRobX

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Posted 31 October 2016 - 02:58 PM

*Edit* nevermind.   :)


Edited by DJRobX, 31 October 2016 - 03:12 PM.


#299 toxie

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Posted 31 October 2016 - 03:53 PM

Just tried the brand new experimental VPM version with toxie's new scaler... it's fantastic.  No more lines and boxes on the DMD and very crisp.  Thanks toxie and DJRobX!

 

And because i was in the mood for some stupid SSE optimizations today, the next commit will optimize the upscale some more..  :)



#300 DJRobX

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Posted 31 October 2016 - 04:16 PM

And because i was in the mood for some stupid SSE optimizations today, the next commit will optimize the upscale some more..  :)

 

Worthwhile.  I think we should strongly consider making ddraw=0 default.    DirectDraw is an ANCIENT API, deprecated in DirectX 7.0.    That is to say Microsoft suggested developers stop using it in 2000 when DirectX 7 was released.    It really has no business in something newly released in 2016.    This kind of stuff is what makes VP setups so sensitive to video driver and OS versions; there's probably very few people at Nvidia and ATi seriously putting test efforts into verifying DirectDraw behavior with driver releases. 


Edited by DJRobX, 31 October 2016 - 04:17 PM.