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The VPM alpha/beta thread


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#441 xantari

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Posted 07 November 2016 - 01:43 PM

I'm sorry if this is covered elsewhere, but how is this version of VPinMame different from the VPinMame SAM 2.37?

 

Does it emulate the stern tables properly so I can effectively get rid of VPinMame SAM and have just this one download that does everything?



#442 radikal

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Posted 07 November 2016 - 03:41 PM

I'm sorry if this is covered elsewhere, but how is this version of VPinMame different from the VPinMame SAM 2.37?
 
Does it emulate the stern tables properly so I can effectively get rid of VPinMame SAM and have just this one download that does everything?


SAM is not discussed on this site. You'll need to go to the site that you sourced yours from; it typically trails this official version by a bit.

-Ron

#443 xantari

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Posted 07 November 2016 - 04:05 PM

Gotcha, sorry about that

#444 OzBlackKnight

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Posted 21 November 2016 - 04:56 AM

uhm, no, or actually that also.. ;)

but rather the external DMD code (*******, PinDMD1/2/3)..

I can't get it to display within any version of Visual Pinball when using Pin'TWO'DMD. Works fine within PinMAME though. The v2.37 specific for Pin'TWO'DMD works perfectly.

EDIT: The external dmddevice.dll is working great now with the v2.43b 'Special' version.


Edited by OzBlackKnight, 23 November 2016 - 01:54 AM.


#445 xantari

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Posted 25 November 2016 - 04:26 AM

I had to revert back to 2.7 with ddraw=1. When I installed the oct 31, 2016 build and set ddraw=0 then star trek TNG S7 (LX-1 SP1) ROM sounds like a broken cassette deck (audio is sort of slow).

 

Did the sound processing core change in 2.8?



#446 toxie

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Posted 27 November 2016 - 04:17 PM

ddraw=0 is now slower if you scale the window a lot, but features better quality of the DMD image.

 

i'll do new builds, soon, that should improve some more things.



#447 Drybonz

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Posted 27 November 2016 - 05:42 PM

ddraw=0 is now slower if you scale the window a lot, but features better quality of the DMD image.

 

i'll do new builds, soon, that should improve some more things.

 

Thanks, toxie... I, for one, will always gladly take a performance hit for an overall advancement in quality, so don't be afraid to go crazy with it.



#448 xantari

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Posted 27 November 2016 - 09:48 PM

I don't think i'm running into a performance issue. I have a 4 core 4GHZ Skylake, 16GB ram, and it's not pegging the CPU. Something else is going on. I seen issues regarding DCS roms in forum posts from years ago, but it looks like that was fixed long ago. I'm wondering if some sort of regression happened with latest version?



#449 toxie

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Posted 28 November 2016 - 09:02 AM

yes, as said, the ddraw=0 path is now slower, as the image quality is higher in that mode now.

if you do not use that one (ddraw=1), then everything else should be roughly similar.

 

i'll have a new build up this evening with some more improvements.



#450 toxie

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Posted 28 November 2016 - 07:30 PM

new build up in the first post:

 

- fix some minor issues with the new DMD dlls

- optimize ddraw=0 path some more

- improve NGG wheel by using VPM mech class to simulate a spinning wheel, instead of stepping on pulses (patch by DJRobX & ClarkKent)

- significantly improve Capcom sound for Kingpin and possibly others (DJRobX)

- sound throttling adjustments for WPC DCS games and WhiteStar II (DJRobX)

- reduce latency of input handling, especially on WPC and add new options around this (DJRobX):
  cpu_affinity_mask (default 0) and low_latency_throttle (default 1, will divide an emulated frame into more parts to reduce input latency)

 

- add JocMatic's "Rider's Surf" (thanks to Stefan Schlagowski)



#451 xantari

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Posted 29 November 2016 - 03:43 AM

Toxie, thanks so much for the new build.

 

I believe I realized what was happening. 

 

I run my DMD monitor at native resolution (it's a 15.6" laptop screen that is 1920x1080), which caused the scalling to be very large to fill up the DMD window.

 

I changed the resolution of the screen to a much lower resolution. And that seems to help a lot, and still keep DDRAW=0, which appears to be the preferred way to do things currently?

 

So the new build works, with one small caveat. The Setup64.exe crashes when you press the install button (all DLL's unblocked). I had to find a Setup.exe from a previous build and that seems to have worked fine. 


Does anyone have a screenshot they could post on what an ideal example DMD image would look like with DDRAW=0? I'm keeping things at 128x32 multiples (but will probably need to stray away from this to remove the black borders). 



#452 TerryRed

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Posted 29 November 2016 - 04:40 AM

777x201 used to be the highest you could go with ddraw=0 without getting black borders and still have clean pixel perfect dots....and the extra pixels were because pinmame puts an extra "frame" or "border" around the dmd. 

 

That has all changed now with DJRob's fixes he added to the latest PinMame.

 

Now the base value that we need to multiply is 257x65....  so I just multiplied that by 5 for 1285x325 for my 1366x768 resolution dmd monitor....and it works PERFECT! Now I just have ALL of my PinMAME games set to ddraw=0, not just vpx tables, and I make that my default so that new tables ran for the first time will work no matter what....  vp9, pm5, or vp10!

 

I have anti-alias set to 0 so that the dmd pixels are perfect and clean.

 

So now we have the newest VPX 10.2 which works in exclusive fullscreen with no "focus" issues anymore (no need for alt-tab fixes) and it runs silky smooth... and we can now have our DMDs set to any size we want with ddraw=0 with pixel perfect dmds thanks to DJRobX's fixes!  

 

So for you, the resolution of the DMD in pinmame would be 1799x455 for your 1920x1080 resolution screen.



#453 TerryRed

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Posted 29 November 2016 - 05:00 AM

new build up in the first post:

 

- fix some minor issues with the new DMD dlls

- optimize ddraw=0 path some more

- improve NGG wheel by using VPM mech class to simulate a spinning wheel, instead of stepping on pulses (patch by DJRobX & ClarkKent)

- significantly improve Capcom sound for Kingpin and possibly others (DJRobX)

- sound throttling adjustments for WPC DCS games and WhiteStar II (DJRobX)

- reduce latency of input handling, especially on WPC and add new options around this (DJRobX):
  cpu_affinity_mask (default 0) and low_latency_throttle (default 1, will divide an emulated frame into more parts to reduce input latency)

 

- add JocMatic's "Rider's Surf" (thanks to Stefan Schlagowski)

 

I've been busy adding DOFLinx cabinet support to Future Pinball tables....so I've been out of the loop for a while....

 

I remember there was mention of "Dots" possibly being an option for ddraw=0 at some point.  Is that still a possibility?

 

Thanks for your hard work!



#454 DJRobX

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Posted 29 November 2016 - 05:11 AM

I don't think i'm running into a performance issue. I have a 4 core 4GHZ Skylake, 16GB ram, and it's not pegging the CPU. Something else is going on. I seen issues regarding DCS roms in forum posts from years ago, but it looks like that was fixed long ago. I'm wondering if some sort of regression happened with latest version?

 

There are several performance related issues introduced with the flipper latency stuff that should be corrected with this most recent version.   The change is not listed as a line item but a great deal of time was spent chasing down and correcting the problem.  :) 



#455 toxie

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Posted 29 November 2016 - 07:29 AM

Indeed. But as the last build here did not feature any of your lag improvements yet, it boiled down to one line only..  :)



I remember there was mention of "Dots" possibly being an option for ddraw=0 at some point.  Is that still a possibility?

 

Its not enabled currently, as it needs a bit more work to really work flawlessly..



#456 Kernel

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Posted 29 November 2016 - 08:00 AM

Wow, I'm very impressed about all these improvements :love39:

Maybe I have missed that, but is this scrolling/stuttering problem also improved with latest changes? http://www.vpforums....showtopic=35874

 

Thanks!


Edited by Kernel, 29 November 2016 - 08:01 AM.


#457 toxie

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Posted 29 November 2016 - 08:57 AM

No, thats a separate issue..



#458 xantari

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Posted 01 December 2016 - 01:24 PM

This new updated worked great, thanks toxie!

#459 toxie

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Posted 01 December 2016 - 02:25 PM

Good to know, thanks for the feedback!



#460 senseless

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Posted 06 December 2016 - 12:53 PM

In the latest beta there is only a 64 bit version for the setup. Is there also a version that supports 32 bit? Thanks.