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Dev thread: Road to DX9


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#501 toxie

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Posted 20 February 2014 - 12:45 PM

Can you use the enhance option for a a in the video driver if you use fxaa.

Also have the touch controls been added back in. I'd like to test performance on a Windows tablet

 

you can use aa in addition to FXAA, but then of course the blur will be more. so in practice i would recommend to use aa, and if that is too slow, then use FXAA (either directly in the video driver -or- from within VP).

 

touch controls work again.



#502 mukuste

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Posted 20 February 2014 - 01:03 PM

 

 

made image decals render over lights on the playfield

 

I didn't have time to make a screenshot and upload it because I'm heading out the door for work, but image decals on the backdrop do not appear to be fixed by the fix you did for the playfield lights.

 

Please try PacDude's Medusa 1.0 desktop table and you can see the black bumpers instead of the bumper cap images that are on the backdrop.  Perhaps this is fixable in a different area of the source code, that draws the backdrop portions?

 

 

Well, I did specifically say "on the playfield", right :P

 

But you are right of course. I'll have a look at it when I get time.

 

 

info for others:

 

Test4 apparantly uses more/other dx9 files, so it complained about a missing DLL.  So: install/update DX9:

 

http://www.microsoft...tion.aspx?id=35

 

Was it the d3dx9.dll? Weird, I would have thought there was no Windows PC nowadays which wouldn't have a complete DX9 installation if there had been any gaming whatsoever done on it.

 

 

Weird things happening here. When I turn on FXAA in the video settings of VP, my PC reboots instantly before displaying the rendered table and the BIOS bootup hangs with something about power surge (need to ctrl+alt+del in order to make it boot properly). Tested twice, same behavior.

 

Then I disabled FXAA and it started, but after playing ~5min, I got the same reboot during game play. I'm running WinXP on my cab, specs can be found here. It's not specially hot in here, so I don't think it's a heat problem of some sort. The cab is very actively being played (it's at my work place) and this has never happened before with VP.

 

Any ideas?

 

That's... pretty bad. Is this the first DX9 test you've tried, or did the previous ones work fine? Because the only theory I have is that the GPU does much more work now than in the DX7 version, so it will draw more power. Is your power supply unit strong enough for all the components in your PC? This message should mean that it couldn't supply enough power, if I understand correctly.

 

EDIT: I saw you use a 400W noname PSU, read this: http://answers.yahoo...10140716AAW0kzU


Edited by mukuste, 20 February 2014 - 01:05 PM.


#503 freezy

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Posted 20 February 2014 - 01:17 PM

 

Weird things happening here. When I turn on FXAA in the video settings of VP, my PC reboots instantly before displaying the rendered table and the BIOS bootup hangs with something about power surge (need to ctrl+alt+del in order to make it boot properly). Tested twice, same behavior.

 

Then I disabled FXAA and it started, but after playing ~5min, I got the same reboot during game play. I'm running WinXP on my cab, specs can be found here. It's not specially hot in here, so I don't think it's a heat problem of some sort. The cab is very actively being played (it's at my work place) and this has never happened before with VP.

 

Any ideas?

 

That's... pretty bad. Is this the first DX9 test you've tried, or did the previous ones work fine? Because the only theory I have is that the GPU does much more work now than in the DX7 version, so it will draw more power. Is your power supply unit strong enough for all the components in your PC? This message should mean that it couldn't supply enough power, if I understand correctly.

 

EDIT: I saw you use a 400W noname PSU, read this: http://answers.yahoo...10140716AAW0kzU

 

 

I've tried all your builds but if I remember correctly, only test2 and test4 on the cab in question. Test2 I didn't play extensively, so you're maybe right that this could have also happened with older builds and that the power supply might be the problem. Are you guys all running 600W+ PSUs?

 

Will order a new one if that's the case.



#504 Slydog43

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Posted 20 February 2014 - 01:18 PM

I can't seem to see much difference with FXAA turned on/off within VP itself.  I can see a huge difference with the flippers if I turn it ON in the Nvidia control panel though.  Flippers look incredible.  

 

Stereo 3D works great and fast.  I only tried Whitewater, but I always use this table as a test for 3D and it looks incredible.  Great job.  I see no slowdown at all.  Will try more tables after work.

 

Thanks for all these test, hopefully they become officially part of VP very soon.



#505 mukuste

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Posted 20 February 2014 - 01:30 PM

 

I've tried all your builds but if I remember correctly, only test2 and test4 on the cab in question. Test2 I didn't play extensively, so you're maybe right that this could have also happened with older builds and that the power supply might be the problem. Are you guys all running 600W+ PSUs?

 

Will order a new one if that's the case.

 

 

Actually I run on a laptop :D

 

The only thing I can think of is that limiting the framerate somehow might help. You could try forcing VSync to On in the NVidia control panel to see if it helps (unfortunately there is no GUI setting for true VSync in VP yet... soon).

 

Also, download some D3D benchmark or another DX9 game to try and see if the problem is particular to VP.

 

That GTX-560 has 500W recommended minimum PSU.


Edited by mukuste, 20 February 2014 - 01:32 PM.


#506 toxie

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Posted 20 February 2014 - 01:41 PM

I can't seem to see much difference with FXAA turned on/off within VP itself.  I can see a huge difference with the flippers if I turn it ON in the Nvidia control panel though.  Flippers look incredible.  

 

Stereo 3D works great and fast.  I only tried Whitewater, but I always use this table as a test for 3D and it looks incredible.  Great job.  I see no slowdown at all.  Will try more tables after work.

 

 

The fxaa in VP is a faster approximation than what is offered in the nvidia control panel, although i'll expose a better one, too, soon (so one can choose). In general its recommended that you use the control panel one anyhow, as this is optimized for all kinds of GPU generations using low level optimizations whereas ours is just a general pixel shader based one.


Edited by toxie, 20 February 2014 - 01:41 PM.


#507 frans

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Posted 20 February 2014 - 02:46 PM

TOTAN table: the lights under the genius lamp off, the tiger target always on.



#508 skinooe

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Posted 20 February 2014 - 04:54 PM

nvidia 3d seems not to work: It only works in normal mode.. I trieid windows mode and full screen mode. No reaction. Because all my 3d games on TV, CAB or PC work perfect and fast.. Is there a trick for activate nvidia 3d (Graphic card: Nvidia 550 TI ,backglass and dmd on amd graphic card)? Is there any trick, because I never used 3d mode in VP before. (In Preferences I activated 3d)

Thanks!



#509 insx

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Posted 20 February 2014 - 05:27 PM

Will fullscreen mode eventually support VPM and B2S? The 4th test version is not performing very well for me, it seems that fullscreen is better than windowed fullscreen but that might be because I'm not running B2S.


Edited by insx, 20 February 2014 - 05:27 PM.


#510 toxie

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Posted 20 February 2014 - 05:55 PM

nvidia 3d seems not to work: It only works in normal mode.. I trieid windows mode and full screen mode. No reaction. Because all my 3d games on TV, CAB or PC work perfect and fast.. Is there a trick for activate nvidia 3d (Graphic card: Nvidia 550 TI ,backglass and dmd on amd graphic card)? Is there any trick, because I never used 3d mode in VP before. (In Preferences I activated 3d)

Thanks!

 

so if you check stereo3D, the tables still look exactly the same?

 

...oh, maybe you have also FXAA enabled in VP? cause these two currently don't work together. this will be future work, as both FXAA and stereo3D are implemented a bit hacky right now and cannot be combined.


Will fullscreen mode eventually support VPM and B2S? The 4th test version is not performing very well for me, it seems that fullscreen is better than windowed fullscreen but that might be because I'm not running B2S.

 

unlikely, as the exclusive fullscreen mode can also lead to problems in general when being used with win 7 or 8. so in general it's not really recommended to be used anymore from what i read.



#511 gogo69

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Posted 20 February 2014 - 06:05 PM

wow wow wow ! big thank you for test4.exe ! fxaa works very good (via nvidia contol panel) speed is incedibly good in w7 ! i can play monsterbash now without stutter even at 4 ball multiball :D i love it !

when i turn on AA i have a lot of flickering objects in monsterbash but i am more than happy with fxaa ! again thank you very much !!! fantastic work !!!!

what i noticed while testing:

T2_CE_Tipoto_1.07_FS you can see the bezels of the prerendered tiles on the table but plays good

AFM_vp914_v2.4.vpt (JPs last FS version i think) the light inserts turn completely black ... strange :P

creature_from_the_black_lagoon_fshd_mod_1.1   the creature does not show ...


Edited by gogo69, 20 February 2014 - 06:15 PM.

my cab : click!


#512 bolt

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Posted 20 February 2014 - 07:20 PM

Beta4 is very good. I try Monsterbash and it runs so good now. Thank you.


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#513 bent98

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Posted 20 February 2014 - 08:01 PM

airb_zpsf894e89f.jpg

 

 

Running WinXP 660GTX ti 3GB card/ Gettings graphics corruption on Airborne. See by the ball release area. Also, sometimes when loading the upper right pf was gray.

 

 



#514 mfuegemann

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Posted 20 February 2014 - 08:21 PM

Hi mukuste,

 

I just want to give You my findings with Test4, windowed fullscreen.

 

- Lampstateblinking is not working, the lights are On

- Textdecals above Lamps are not shown, Imagedecals are fine

- Textdecals on the Backdrop are not shown

- Lights on the backdrop are not working at all

- I have a 2 picture EMReel, that is not working (the Help screen on my Rugby table), other 2 picture reels are working (flashers on Champion Pub)

- On Champion Pub and RAB the ball is flickering (using a ball image or none) 

- The playfield image looks quite blurry

 

+ The kicker holes are no longer visible through walls

+ The fps are insane

 

Thank You for the hard work!

 

Regards

Michael



#515 unclewilly

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Posted 20 February 2014 - 08:27 PM

Since you were already checking out the physics code.
Do you think it would be possible to add the ball collision sound code directly to vp
For when balls collide with each other

That would be a huge chunk of code we wouldn't have to add to each table

"it will all be ok in the end, if it's not ok, it's not the end"
 
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#516 mukuste

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Posted 20 February 2014 - 08:33 PM

Since you were already checking out the physics code.
Do you think it would be possible to add the ball collision sound code directly to vp
For when balls collide with each other

That would be a huge chunk of code we wouldn't have to add to each table

 

I had no idea you had to do that! Would it help just to have a ball collision event that you could then put the sound code into?



#517 unclewilly

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Posted 20 February 2014 - 08:41 PM

The only problem there would be you only need it for ball to ball collision. You would get a collision event on any ball hit wouldn't you if you added the event?

With the code we use in the script it determines the speed or force of the collision and plays a sound based on a range of thee force. 9 levels with 9 sounds which increase in volume depending on the force

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#518 koadic

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Posted 20 February 2014 - 08:41 PM

The current method uses multiple sound files for different hit velocities, so that would have to be taken into account too

#519 toxie

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Posted 20 February 2014 - 08:47 PM

hmmm.. just a random sidenote: seems like the FXAA when enabled in the NVIDIA control panel is actually way to aggressive, at least with my driver version (newest beta). so it might still be worth comparing the builtin FXAA with the control panel one.



#520 jimmyfingers

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Posted 20 February 2014 - 09:25 PM

@mukuste - Thanks for the latest VP9_DX9_test4.exe.   A quick test indicates problems still with the new forced ordering by height for alpha ramp layering and the primitives seemingly not being part of that calculation (the demo table I sent you still fails in that regard).  Primitives preivoulsy needed to be treated just like alphas in the context where we had to be careful of the draw in front / back order of primitives and alphas together or drawing issues would occur.  I know you said that you hadn't actually added it yet to the calculations yet so is it still absent in this release and hence those problems remaining?