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Dev thread: Road to DX9


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#521 M4ttes

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Posted 20 February 2014 - 09:27 PM

Thanks Muskute for your hard work. Love playing with your releases.



#522 mukuste

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Posted 20 February 2014 - 10:05 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.

 

I think at least for VPM there's a good chance once the Unit3D changes are merged in. (No idea on the timeline for that.) For b2s, it would take the developer of that to step forward and integrate more closely with VP.

 

Would you mind telling your hardware and average framerates for some tables? I'm trying to get an idea where it performs how.

 

 

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

 

No no, we can definitely make that only for ball/ball collisions, and give it a way to get at the collision velocity. Or we could make it for general collisions but give it a flag to find out what exactly it collided with.

 

 

@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? 

 

Sorry, didn't get around to it yet. I'm worried if there's other stuff this will break, which is why I was a bit hesitant. But I will try for the next release.



#523 mukuste

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Posted 20 February 2014 - 10:37 PM

 

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.

 

 

I tried the JF 1.0 FS version, could not reproduce. Is that the one?

 

 

- The playfield image looks quite blurry
 

 

Do you by any chance use a limit on the max texture size? I just fixed an issue which makes rescaled textures more blurry than they need to be, this should help.



#524 bent98

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Posted 20 February 2014 - 11:05 PM

 

 

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.

 

 

I tried the JF 1.0 FS version, could not reproduce. Is that the one?

 

 


 

http://www.vpforums....s&showfile=8780

 

This one. IT doesnt happen on my win 7 box but my cab is running xp and it happends



#525 LoadedWeapon

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Posted 20 February 2014 - 11:17 PM

if your on xp wouldent the dx7 be better for you anyway? Dont think you gain anything by going dx9 this is mainly for windows 7/8 for fps increase.. nothing will be different between dx7 and dx8 versions from what I have read... Changes wont be till dx10.

I could be wrong tho... :)


Edited by LoadedWeapon, 20 February 2014 - 11:18 PM.


#526 toxie

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Posted 20 February 2014 - 11:20 PM

DX9 also is a benefit for winxp users. especially for VP, as its not just about 'only' using the DX9 API, but also because of all the changes that came with it (especially no more region updates necessary!).



#527 bent98

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Posted 21 February 2014 - 12:46 AM

Yes xp will benefit. Is there anything I can do to help debug?

#528 IPJball

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Posted 21 February 2014 - 01:55 AM

Hi again,

Another bug report for 1920x1080 windowed fullscreen:

Funhouse JPSalas full screen vp9: black spots on ends of flippers, Rudy's face changes color (gets brighter) when he opens eyes, and gets darker when he closes them. Also just as before, small graphical glitch over white light on top of the red, white, and blue lights.

Funhouse night mod full screen vp9: you can hear rudy talking but he doesn't move at all and his eyes stay shut. Also black spots on ends of flippers too.

Also just like before small black triangle graphical glitch over white light of the red, white, and blue lights on top.

Thanks!



#529 IPJball

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Posted 21 February 2014 - 02:19 AM

Hi again,

Another bug report:

T2 Chrome vp920 fs 1.07: visible black lines towards the bottom that aren't supposed to be there,

also the Terminator picture/graphic down towards the bottom of the table only has one red eye on, the other

is out.

Thanks!



#530 IPJball

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Posted 21 February 2014 - 02:32 AM

Once again another bug report:

Jackbot 9.1.x  1.1.1 fs: black spots on ends of flippers

Xenon v1.1uw fs: same black spots on ends of flippers, long tube looks blurry with a strange pattern.

Thanks!



#531 IPJball

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Posted 21 February 2014 - 02:51 AM

Hey again, sorry to keep on this,

another bug report!

Back to the Future JPSalas vp911 1.0 fs: everythings fine except for black spots on ends of flippers.

Bride of Pinbot vp9 uw 1.02 fs: black spots on ends of flippers

bally megapin twilight zone night mod 1.2 final vp9 fs: red, yellow, and orange bumpers won't light up, black spots on

ends of flippers, gumball machine seems too transparent.

Thanks!



#532 randr

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Posted 21 February 2014 - 03:49 AM

These test builds just keep getting better. If vp dx7 had option for windowed full screen I could pick and choose tables to use this dx9 test...awesome stuff thank you for your work on this! Huge!!


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#533 IPJball

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Posted 21 February 2014 - 06:07 AM

Yes!!! Another bug report!

This one is so close to perfect!

STTNG vp 916 HD GI Mod 1.0: NO bugs at all, have tested it over a dozen games, stutter is GONE!

The only thing I can say, which happens on a few other tables too, is the dmd doesn't appear sometimes,

and have to restart it to get it to show the dmd.  Other than that STTNG vp 916 HD GI Mod 1.0 is Perfect on my Surface Pro 2!

Thank you so much all you guys who are getting this to work!  You're VERY much appreciated!

Thanks again!



#534 M4ttes

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Posted 21 February 2014 - 06:51 AM

 

Hi again,

Another bug report:

T2 Chrome vp920 fs 1.07: visible black lines towards the bottom that aren't supposed to be there,

also the Terminator picture/graphic down towards the bottom of the table only has one red eye on, the other

is out.

Thanks!

 

 

I have the same issues.

 

And the three lights on the top (don't know how to call them. I mean the three lights which have to be activated by pushing the ball through them and which can be switched by using the flippers) doesn't light up.

 

Greets



#535 toxie

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Posted 21 February 2014 - 07:23 AM

These test builds just keep getting better. If vp dx7 had option for windowed full screen I could pick and choose tables to use this dx9 test...awesome stuff thank you for your work on this! Huge!!

 

it has by now. so if you setup windowed fullscreen in the dx9 version, rev 922 of the dx7 version will respect that setting, too.



#536 IPJball

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Posted 21 February 2014 - 09:24 AM

One more bug of STTNG Vp 916 Hd GI mod 1.0:

When starting a one player game, (pressing the number 1), it starts a 2 player game.

Weird! Oh well, not that big of a deal, this table runs excellent other than that.

Thanks!



#537 GSGregg

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Posted 21 February 2014 - 09:31 AM

And the three lights on the top (don't know how to call them. I mean the three lights which have to be activated by pushing the ball through them and which can be switched by using the flippers) doesn't light up.

I believe you're referring to Rollover Lights



#538 ClarkKent

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Posted 21 February 2014 - 09:41 AM

This new windowed fullscreen mode is making me crazy. Since using it (DX9 version and latest rev922) the DMD is suddenly on monitor 2 instead of 3 (position 1836 instead of 3260 on my system). If I manually drag it to the right position, after starting the table again it's on monitor 2 again - it simply does not remember the right setting. It's interesting that if I move the DMD to the right position I can see the right values in the registry but as soon as I start the table again it overrides the values to 1836 again instead of 3260. What can I do?


Edited by ClarkKent, 21 February 2014 - 10:10 AM.


#539 mukuste

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Posted 21 February 2014 - 10:18 AM

This new windowed fullscreen mode is making me crazy. Since using it (DX9 version and latest rev922) the DMD is suddenly on monitor 2 instead of 3 (position 1836 instead of 3260 on my system). If I manually drag it to the right position, after starting the table again it's on monitor 2 again - it simply does not remember the right setting. It's interesting that if I move the DMD to the right position I can see the right values in the registry but as soon as I start the table again it overrides the values to 1836 again instead of 3260. What can I do?

 

I'm sorry, that's really annoying, but it sounds like a VPM bug or misconfiguration, or maybe it's in the table script. VP itself doesn't ever touch those registry values.


Edited by mukuste, 21 February 2014 - 10:19 AM.


#540 IPJball

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Posted 21 February 2014 - 10:35 AM

More bugs:

Triple Strike 1.43fs: black spots on ends of flippers, and when playing score doesn't move.

Haunted House vp 91x 1.02fs: black spots on ends of flippers, also when lights on the table are off, it looks like they're black holes on the playfield.

Haunted House vp 916 night mod fs: black spots on ends of flippers, some places look "too dark".

Thanks!


One more bug I already mentioned but will again:

The tables that have dmds don't have them on the first start up of the table.

Have to quit vp, then restart it to make vp show the dmd.

Once more, the setup I'm using is a Surface Pro 2 tablet with no backglass monitor.

Just the playfield only.

Thanks!