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Dev thread: Road to DX9


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#601 ClarkKent

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Posted 22 February 2014 - 07:35 PM

AFM beta 4 has also the issue with the transparency at the black areas.

 

And I tried to use the latest test version with HyperPin - it's not possible to exit by pressing "e" on my cabinet. Why? Maybe other buttons also do not work?



#602 gtxjoe

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Posted 22 February 2014 - 07:57 PM

Can someone clarify when pure black (0,0,0) is transparent?  The image manager allows you to set a specific transparency color for each image.   Is black (0,0,0) only transparent if you specify it in the image manager?  Or is it transparent for certain objects also?

 

In my first table Defender, the transparency color is mainly that neon green color that it defaults to.  Defender FS 1.0.0 (http://www.vpforums....owfile=8791)has a lot of pure black(0,0,0) in the playfield, plastics and apron.  It rendered fine in dx7. dx9 on left and dx7 rev921 on right.   

 

defcompare(medium).png


Edited by gtxjoe, 22 February 2014 - 08:19 PM.


#603 bent98

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Posted 22 February 2014 - 08:15 PM

Can someone clarify when pure black (0,0,0) is transparent.  The image manager allows you to set a specific transparency color for each image.   Is black (0,0,0) only transparent if you specify it in the image manager?  Or is it transparent for certain objects also?

 

In my first table Defender, the transparency color is mainly that neon green color that it defaults to.  Defender FS 1.0.0 has a lot of pure black(0,0,0) in the playfield, plastics and apron.  It rendered fine in dx7. dx9 on left and dx7 rev921 on right.   

 

 

 

Yea thats the problem with test 5 with WCS and Airborne.



#604 luvthatapex

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Posted 22 February 2014 - 08:22 PM

I am running windowsXP with directx 9.0c and tried VP9_DX9_test5

I get an error:

 

failed to start because d3dx9_43.dll was not found

 

The previous test versions worked fine, but this one I can't load....


Edited by luvthatapex, 22 February 2014 - 08:22 PM.


#605 mukuste

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Posted 22 February 2014 - 08:40 PM

Do a full install of DirectX 9.

 

 

 

Can someone clarify when pure black (0,0,0) is transparent?  The image manager allows you to set a specific transparency color for each image.   Is black (0,0,0) only transparent if you specify it in the image manager?  Or is it transparent for certain objects also?

 

 

I second that request because obviously I can't get it right. First people told me, "black needs to be transparent", now I made it so and suddenly it's wrong.


Edited by mukuste, 22 February 2014 - 08:40 PM.


#606 M4ttes

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Posted 22 February 2014 - 08:42 PM

Sorry in advance for the totaly noob question but i couldnt find the answer on my own.

 

I am running Windows 7 64bit / 8 GB RAM / Nvidia Gx660 and this totaly awesome Directx 9 Version of VP for my Pinball Cab.

 

On some tables I still get (very tiny) micro stutters. I guess thats normal.

 

My windows 7 came with directx 11 out of the box. Is it a good idea to downgrade to directx 9 since this Version of VP is optimized for it?

 

Or am I right when I say Directx 11 should be fine?

 

Thanks in advance and sorry for my bad english.



#607 bent98

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Posted 22 February 2014 - 08:49 PM

Sorry in advance for the totaly noob question but i couldnt find the answer on my own.

 

I am running Windows 7 64bit / 8 GB RAM / Nvidia Gx660 and this totaly awesome Directx 9 Version of VP for my Pinball Cab.

 

On some tables I still get (very tiny) micro stutters. I guess thats normal.

 

My windows 7 came with directx 11 out of the box. Is it a good idea to downgrade to directx 9 since this Version of VP is optimized for it?

 

Or am I right when I say Directx 11 should be fine?

 

Thanks in advance and sorry for my bad english.

 

You dont down grade on Win 7. OS simply runs DX9 and Dx11. MAke sure your DX 9 dll is up to date.



#608 naboodiver

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Posted 22 February 2014 - 08:59 PM

Bug Testing on 5...  AFM -  looks really good.   Frankenstein - lights still have lines going through them but must thinner.   Hook playfield goes black when game is started... (note before in prior post).   Homer's head is no longer black square...good there.   T2 still has some lines in it but very playable.   Creature has returned on FILM letter activation on CFBL... Terrific.  On GNR black square (light I guess) in the bumpers (Axel laying down).   Monster Bash - Dracula's coffin is now transparent and the letter on the coffin lights is no longer black.   Continuing to test....    Great progress and getting very close to perfection.

 

Thanks to all the dev team members


Edited by naboodiver, 22 February 2014 - 09:08 PM.


#609 insx

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Posted 22 February 2014 - 09:12 PM

I installed directx 9 and still got the dll error. I downloaded it from the web and put it in my VP folder. (Be careful!)



#610 zany

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Posted 22 February 2014 - 09:17 PM

 

From now....i made VP DX9 to my primary VP! :D
There is just some minor bugs as mentioned....like this:

 

 

What table is that?

 

 

...also..that black/transparency issue.

 

What is that issue?

 

 

The table is pinucks Abra Ca Dabra.

And the issues are that when something is black in the image i gets transparent....somtimes all the way to the background color.
As many says....each image can be set to have it's own transparancy color, so having one global transparency color cause this issue.

 


Edited by zany, 22 February 2014 - 09:17 PM.


#611 mukuste

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Posted 22 February 2014 - 10:27 PM

Ok, so my previous approach was obviously a dud :( I've replaced it with a different way now which should respect non-transparent black better. If you go back to the release post, you'll find a version Test5a which hopefully works better. Unfortunately, the creature on CFTBL is no longer supported with this way.



#612 insx

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Posted 22 February 2014 - 10:31 PM

Here's my TZ FS night mod table with test 5 (Windows XP).

 

Attached File  tz (Medium).jpg   140.96KB   21 downloads



#613 ClarkKent

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Posted 22 February 2014 - 11:09 PM

New test version seems to work now. It's interesting that I get sometimes ball stutter in AFM beta4 but having 400 to 500 fps (also with vsync on 60 fps).

 

But still not possible to exit in HyperPin.



#614 bent98

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Posted 22 February 2014 - 11:52 PM


Fixes black apron issue on airborne and World Cup but the ramp in WCS still is messed up.

Please look at my previous post and you can see issues with ramp.

#615 DJRobX

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Posted 23 February 2014 - 12:03 AM

Well, naturally when I build it myself (in release mode even), the tables have no glitches.   Yes, that is going to be one of those  problems.

 

I did figure out what's going on with my Hresult=88760827 on 85vette's tables.   It barfs if there's a 1x1 texture.   If i hack in something to make the minimum 2x2, it loads up and runs just fine!     Probably a NVidia driver bug.  Grrrr.



#616 LoadedWeapon

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Posted 23 February 2014 - 12:09 AM

the right ramp gate on the STTNG mod table turns black when ball goes thru it... couldent get a picture cause it happens so fast...



#617 bent98

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Posted 23 February 2014 - 12:12 AM

Well, naturally when I build it myself (in release mode even), the tables have no glitches.   Yes, that is going to be one of those  problems.

 

I did figure out what's going on with my Hresult=88760827 on 85vette's tables.   It barfs if there's a 1x1 texture.   If i hack in something to make the minimum 2x2, it loads up and runs just fine!     Probably a NVidia driver bug.  Grrrr.

 

I get the same problem.. vette  likes to use unnecessary hi res textures. I hope that workaround gets added to the code.



#618 DJRobX

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Posted 23 February 2014 - 02:36 AM

White Water seems to have a transparency bug.     It mostly looks good, just the two red lights at the top are goofy. 

 

Screen_Shot_2014_02_22_at_6_32_08_PM.png

 

Table is here:

 

http://www.vpforums....s&showfile=8573

 

 

Monopoly's little scoreboard has dark dots instead of bright red dots like it should have

 

Screen_Shot_2014_02_22_at_7_26_30_PM.png

 

Table is here:

 

http://www.vpforums....s&showfile=8869

 

New test version seems to work now. It's interesting that I get sometimes ball stutter in AFM beta4 but having 400 to 500 fps (also with vsync on 60 fps).

I loaded up Apollo 13 and it was just CRAWLING despite showing 121FPS.    Turned off the DirectB2S and it's as smooth as butter.    You might try disabling if you're using DB2S.


Edited by DJRobX, 23 February 2014 - 03:29 AM.


#619 koadic

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Posted 23 February 2014 - 04:34 AM

Can someone clarify when pure black (0,0,0) is transparent?  The image manager allows you to set a specific transparency color for each image.   Is black (0,0,0) only transparent if you specify it in the image manager?  Or is it transparent for certain objects also?

 
I second that request because obviously I can't get it right. First people told me, "black needs to be transparent", now I made it so and suddenly it's wrong.

0,0,0 should be transparent in almost all cases except for the table playfield and backdrop images it seems... when I get home from work tomorrow morning, I can test it a bit more. Many times a color very close to 'pure black' gets used and I wonder if this is being seen as 'pure black' and thus being turned transparent as well.

#620 IPJball

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Posted 23 February 2014 - 06:41 AM

New bug report for Surface Pro 2 again:

Monster Bash 1998 uw randr 2.1 fs: Seems to not have any bugs, audio or video!

Thanks!