I fear that the bottleneck here is the COM interface where everything is communicating with each other. I can't say something how pindmd is working but if a lot of lights have to be handled the overhead is quite high.
I guess we can't do much about that other than integrate db2s into VPX, but that needs some developing time to do it right.
A faster CPU together either faster RAM will help here until we developed an alternative.
Yeah ... when I had this problem it was very perplexing. The performance dip was always directly attributed to the .directb2s file that's in use. But there was seemingly no correlation on the complexity of .directb2s file and the stutter. Scared stiff with its spinning spider was no problem at all, but some practically static backglasses with almost no animation would cause huge lag. But switch it out with a different one, and then it was magically fine?!
When the B2S source finally came out what I learned about its inner workings made this even more surprising - when you use it in EXE mode, the B2S EXE is a completely separate process, isolated by a registry entry. When the table changes a solenoid or light, all the COM server does is update a registry key. The EXE process polls this key and reacts to the changed bits accordingly. So the com server's behavior is always the same regardless of B2S backglass complexity.
I was curious to dig into this further, but as mentioned, after the upgrade to Windows 10, the issue vanished completely. Despite having a video card that's barely scrapes by 4k demands, this B2S that causes problems for bassgeige is no sweat now. In fact I recently went through and re-enabled all of the directb2s files that I had disabled due to performance degradation. Not a single hint of performance change with them on now.
My sistem is a Ryzen 1300X with 8gb RAM, GTX 960, single stick of RAM (should fix that). Backglass is 1920x1080, DMD monitor is 1280x768, and playfield 3840x2160, all on the same card.
Edited by DJRobX, 05 November 2017 - 05:26 PM.