Jump to content



Photo
* * * * * 12 votes

Dev thread: Road to DX9


  • Please log in to reply
2087 replies to this topic

#701 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 24 February 2014 - 11:41 AM

i still think there are memory issues then, because even closing each table and relaunching another will cause a crash over time.



#702 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 24 February 2014 - 11:49 AM

It's quite possible that there's a memory leak somewhere. Can you confirm in the Task Manager that the memory usage keeps going up as you open and close tables?



#703 GSGregg

GSGregg

    Pinball Fan

  • Platinum Supporter
  • 1,131 posts
  • Location:Pasadena, California, USA

  • Flag: United States of America

  • Favorite Pinball: Bally CENTAUR (1981)

Posted 24 February 2014 - 11:52 AM

Sorry but, where are the download link for test 5a?

Thanks.

Post #575



#704 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 24 February 2014 - 11:55 AM

Yep it definitely keeps creeping up, started at 10k on startup then 20k, then 25k then 29k after opening and closing 3 tables without running them

Sent from my HTC_PN071 using Tapatalk



#705 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 24 February 2014 - 11:57 AM

Sorry but, where are the download link for test 5a?

Thanks.

 

You can always find all download links in the very first post.

 

 

Yep it definitely keeps creeping up, started at 10k on startup then 20k, then 25k then 29k after opening and closing 3 tables without running them

 

Good find. I'll run a memory checker over it next chance I get.



#706 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 24 February 2014 - 12:02 PM

The issue is magnified greatly when you actually run a table then exit.

Example: The game with semi naked blue people....load table at 660k, play table and exit to VP at 911k, close table back to 375k...

That's a problem .

Also can confirm that switching texture dimensions to 2048 allows these tables to run without crashing.

Sent from my HTC_PN071 using Tapatalk



#707 frans

frans

    Enthusiast

  • Members
  • PipPipPip
  • 209 posts
  • Location:Sao Paulo - Brasil

  • Flag: Brazil

  • Favorite Pinball: Fun House

Posted 24 February 2014 - 01:49 PM

Blackout jp salas: all lamps of.



#708 lio

lio

    Enthusiast

  • VIP
  • 216 posts
  • Location:Hamburg

  • Flag: Germany

  • Favorite Pinball: Theatre of Magic

Posted 24 February 2014 - 05:48 PM

Just wanted to jump in and simply say WOW! Thank you guys so much for your incredible work!

I can't believe how fast things are happening right now! Seems like these are really incredible times for VP! Thanks for keeping it alive and well! And thanks for the constant progress updates! I'm so excited!

 

So far I have only tried a few tables in the last 5a release and it's immediately apparent how much smoother the flipper movement looks :-)

I tried my very old bk2k recreation and it was perfect except for the missing decals on the backdrop.

 

So far it seems like running 1600x1200 windowed works best for me on my 1920x1200 display as otherwise it always seems to stretch the table regardless of any settings.

 

If I just create a "new table" and run it in 1600x1200 I get ~2080 fps (~1960 in 1920x1200 windowed fullscreen) (but the default ball has some strange black dithered dots at the lower 3rd of it - I assume that the ball image was supposed to have "pure black-transparency" there which does not work as intended - it works just fine on other tables though so it's probably the fault of the default ball image)

Enabling 4xAA via the VP options looks really sweet (drops fps on "new table" down to ~960) but makes the ball flicker randomly even if it just sits in the shooter lane (nvidia GTX 670, drivers 332.21, win 8.1).

 

I really second mukuste's idea from a few pages earlier about eventually re-uniting the FS and 4:3 tables so there would only be one table file that suits everyone!


Edited by lio, 24 February 2014 - 05:57 PM.


#709 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 24 February 2014 - 05:59 PM

The 4xAA flickering is known, but so far i couldn't point out why this actually happens on some machines. :/

But i'll keep investigating..



#710 jimmyfingers

jimmyfingers

    Pinball Fan

  • VIP
  • 832 posts

  • Flag: Canada

  • Favorite Pinball: Comet



Posted 24 February 2014 - 06:38 PM

 

I believe I know why things are not looking correctly on the Airborne table and the WCS '94 table.  Both the graphic issues indeed appear to be ordering related / ordering graphic issue type problems.  I think I have found a bug in the DX9 VP builds since the new ordering by height has been added that seems to not work correctly with alpha ramps that do not have the Additive Alpha option selected (regular transparent ramps / not flasher type objects).

[...]

 

Thanks JF for your detailed analysis. Here are two points to hopefully make things even clearer for you:

 

(1) Since Test4, alpha ramps which are set to additive blending do not write to the depth buffer anymore. For anyone not familiar with the concept of depth buffering, you may read up on it here. This means that, even if an additive alpha ramp is wrongly rendered before another, lower element, it still won't block out that lower element from rendering. This is why setting the ramp to additive fixed your issue.

 

(2) Also between Test3 and Test4, there was a change to the way the depth of alpha ramps is determined for the purpose of depth sorting. In Test3, it was only based on height, as you assumed. In Test4, it instead first computes a central point for the whole ramp in 3D space, and it takes into account not only height, but the actual depth in the scene with respect to the viewing direction. This improves the sorting in some cases, but can also make it worse in others. Especially for large, curvy ramps like the one in your table, having a single central point is a very rough approximation to the actual position of the ramp, so artifacts like this one can occur.

 

As I said before, the automatic depth sorting at this point is basically a band aid for some rendering issues. In particular, it is needed to prop up the crucial fix for fading lights (I explained before) since that depends on the engine having free rein over the draw order. It will stay in the VP9-DX9 version, though it's up to debate whether it will stay in VP10. With some improvements, I think it could perform very well and be a huge boon for table authors as they don't have to worry about any draw order issues themselves anymore. In addition, as I said, we do really need automatic sorting if we ever want to have a fully dynamic camera viewpoint since a fixed draw order only works for a fixed viewpoint.

 

@Mukuste - Thanks for further describing some of the nuances of the back end that are manifesting in these graphical issues still being experienced with the latest builds of VP9_DX9.  I'm certainly not trying to ask you to go back at all to the old method, as I once / first had requested, since you've indeed described why you can't / won't but I also don't think my last post read in any way that was asking you to do that.   I am looking to point out issues or potential bugs that are still occurring graphically and it seemed that the behaviour I was describing may have been a bug that could have potentially resolved some of the current graphical issues with alpha ramps that don't even involve the additive alpha attribute.

 

The description of why the changes in the height calculation and effects from it have changed between builds is quite useful to know and it seems like indeed some issues follow the change from version 3 to 4 when you added the more calculated ordering routine for more than just height.  I think that this might be causing more graphical issues than what it resolved though as now tables like Airborne, WCS '94, and the Centaur WIP fuzzel and I are working on have new issues since that change vs. just height alone.  It seems that one of the only tables that benefited from it was the Monster Bash PcKiller table and that table may be getting almost too much focus as the be all and end all of tables to test, likely because of the it's system demands and the stutter free play now available with it in DX9 builds.  But there are a lot more tables to consider in the context of compatibility purposes.  The latest Monster Bash uses more up to date techniques that also put it in a class of it's own yet also distance it from the bulk of the tables out there that are arguably better in the name of VP9 general compatibility testing.  Plus, nobody has seem to catch yet that the graphic "fix" didn't actually totally resolve the Monster Bash Creature Panel  Bottom lights issue.  It no longer blanks out the panel behind it at the bottom, but it also does not still properly draw the halo / glow around the bulb.  

 

Here is a picture showing the three versions of VP (test2, test3, and test5a) where respectively Monster Bash creature panel lower light worked, than didn't, and now does somewhat but without the glow:

Attached File  Capture of Monster Bash Creature Panel Flash Graphic Issues with Version Differences.png   52.54KB   22 downloads

 

The new alpha (actual) ramp issues like that noticed in WCS '94 and Airborne, as well as the Indianapolis 500 example I provided are going to be wide spread as, well before Additive Alpha options or even using alpha ramps as flashers, the very first use of true transparency was for clear plastic ramps finally being able to be drawn nicely and without the checkerboard aspect.  These, by their nature and as you say, wind around the table and as such are going to be a problem for the latest method of height calculation as you describe it with also calculating a central point.

 

So, how about this, if the current draw order techniques in VP9_DX9 are already a band aid type aspect, cannot we not add an attribute to the ramp object so that one can choose for it to be ordered by height only (VP9_DX9_test 3 style) or be left blank and use the current default placement and height type calculation (VP9_DX9_test 5a style)?  Could this not work in still merging all the results into the final "auto-ordered" index or whatever it would be called?  The potential result would be more fixes / options for fixing in a quick way for these tables with conflicting ways in which to best benefit from both methods?  As I was saying before, a concern isn't just going back to old tables to fix some items to make compatible with the VP9_DX9 final build, but having at least some option at all for which it can actually be done and right now the ordering issue is leaving cases where a fix does not seem possible and having to potentially just live with graphic glitches being the proposed solution.  

 

The table builders are a dying breed here and we / they know a little more about the time and effort involved in both VP and supporting graphics programs to get the best graphical results for a table produced with VP.  These new issues with ramp jaggies and drawing borders are something that negates a lot of time and effort previously spent avoiding them.

 

Here is another couple screenshots of the Centaur WIP that fuzzel and I are working on and it shows how the painstakingly drawn plastics with clear edges are now much worse looking post VP9_DX9_test3 version (bottom picture how they used to look / can look):

 

Attached File  Capture of Centaur Alpha Plastics with Transparent Edges Graphic Issue in VP9_DX9_Test5a.PNG   1.47MB   21 downloads

 

Attached File  Capture of Centaur Alpha Plastics with Transparent Edges Working in VP9_DX9_Test3.PNG   1.49MB   21 downloads

 

I'll send you a copy of the table for you to test / assess for yourself and see how the current objects are arranged.  Hopefully my suggestion above can be implemented or yields some form of giving us an option to ensure the previous level of image quality for alpha ramps.


Edited by jimmyfingers, 24 February 2014 - 06:42 PM.


#711 OuchTilt

OuchTilt

    Enthusiast

  • Members
  • PipPipPip
  • 198 posts
  • Location:Essex

  • Flag: United Kingdom

  • Favorite Pinball: Elvira and the Party Monsters

Posted 24 February 2014 - 08:54 PM

The issue is magnified greatly when you actually run a table then exit.

Example: The game with semi naked blue people....load table at 660k, play table and exit to VP at 911k, close table back to 375k...

That's a problem .

Also can confirm that switching texture dimensions to 2048 allows these tables to run without crashing.

Sent from my HTC_PN071 using Tapatalk

Can somebody please point me in the direction of the Smurfs table mentioned in this post.....I can't seem to find it anywhere.  :whistle:


blackfx2_cr.jpg  Username:- dallaker


#712 Les73gTx

Les73gTx

    Preschooler

  • Members
  • PipPipPipPip
  • 523 posts
  • Location:Maine

  • Flag: United States of America

  • Favorite Pinball: Power Play, BoP, JackBot, MM, AFM, CV, MB,Champions Pub, CftBL, ToM, and Many More

  • PS3 Gamer Tag: LCT0819, Les73gtx
  • 360 Gamer Tag: PissPoorShot

Posted 24 February 2014 - 09:45 PM

The issue is magnified greatly when you actually run a table then exit.

Example: The game with semi naked blue people....load table at 660k, play table and exit to VP at 911k, close table back to 375k...

That's a problem .

Also can confirm that switching texture dimensions to 2048 allows these tables to run without crashing.

Sent from my HTC_PN071 using Tapatalk

Can somebody please point me in the direction of the Smurfs table mentioned in this post.....I can't seem to find it anywhere.  :whistle:

.
.
I have a good version of the BBB that has half naked blue people ... ... :whistle:

Sent from my SAMSUNG-SGH-I747 using Tapatalk


les73gtx___atomicpin-pc.png
                                                                      


#713 mukuste

mukuste

    Pinball Fan

  • VP Dev Team
  • PipPipPipPip
  • 854 posts

  • Flag: ---------

  • Favorite Pinball: Centaur

Posted 24 February 2014 - 11:13 PM

I just fixed a couple of memory errors, should at least decrease the amount of leakage.

 

However, a big source of leaked memory right now is, as far as I understand, that the VPM Controller object created by the table script is never released. I'd need someone experienced with table scripting to confirm that.

 

 

Also, Blackout (FS) is fixed! Not sure why, but it was probably the same change that I made to fix Seawitch.


Edited by mukuste, 24 February 2014 - 11:14 PM.


#714 BananaBoat

BananaBoat

    Enthusiast

  • Members
  • PipPipPip
  • 228 posts

  • Flag: Australia

  • Favorite Pinball: Tron LE

Posted 24 February 2014 - 11:54 PM

I just fixed a couple of memory errors, should at least decrease the amount of leakage.

 

However, a big source of leaked memory right now is, as far as I understand, that the VPM Controller object created by the table script is never released. I'd need someone experienced with table scripting to confirm that.

 

 

I would like to see this issue resolved to be honest as it was causing some (infrequent) crashes on my system.

Despite the residual issues that remain, this beta build is now my main version, so Great work and please keep it up!

Thanks



#715 randr

randr

    I'm just a hardware guy so...

  • VIP
  • 2,650 posts
  • Location:Minnesota

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 25 February 2014 - 12:03 AM

Anyone running this through pinballx consistently?


Sent from my iPhone using Tapatalk

randr___pinball.png                         


#716 wezell

wezell

    Neophyte

  • Members
  • Pip
  • 1 posts

  • Flag: ---------

  • Favorite Pinball: Roadshow

Posted 25 February 2014 - 02:14 AM

Anyone running this through pinballx consistently?


Sent from my iPhone using Tapatalk

 

I am on my new Cab - i7, gtx660, etc.    I just made test5 my default VPinball.exe and it is smooth like butter.  



#717 randr

randr

    I'm just a hardware guy so...

  • VIP
  • 2,650 posts
  • Location:Minnesota

  • Flag: United States of America

  • Favorite Pinball: Twilight Zone

Posted 25 February 2014 - 02:46 AM

 

Anyone running this through pinballx consistently?


Sent from my iPhone using Tapatalk

 
I am on my new Cab - i7, gtx660, etc.    I just made test5 my default VPinball.exe and it is smooth like butter.  

 


I wonder if you left vp9 as pinball.exe and dxvp9 as dxvp9.exe as I am does it load every time? I'll try swapping mine and see...I only wanted to load a few tables with the dx9 version


Sent from my iPhone using Tapatalk


Edited by randr, 25 February 2014 - 03:01 AM.

randr___pinball.png                         


#718 IPJball

IPJball

    Enthusiast

  • Members
  • PipPipPip
  • 64 posts
  • Location:United States

  • Flag: United States of America

  • Favorite Pinball: Indiana Jones, Funhouse, Bride of Pinbot, Phantom of the Opera, + more!

Posted 25 February 2014 - 03:48 AM

Sorry, not trying to be impatient, just wondered how long until the tablet version, (surface pro 2), will be fixed.

I know there's much more important stuff to be worked on first, just wondered. Anyways, the progress that has happened

is VERY awesome, just sorry to bug you guys again.

Thanks!



#719 toxie

toxie

    VPF Veteran

  • VP Dev Team
  • PipPipPipPipPipPip
  • 5,734 posts
  • Location:berlin, germany

  • Flag: Germany

  • Favorite Pinball: AFM

Posted 25 February 2014 - 07:50 AM

sidenote: i just brought the changes made by the unity pinball team to VPM into the VPM trunk, next will be the cabinet related changes made by destruk. after that we can 'officially' use the extensions made by them in VP, too (soundcard selection and fast DMD/solenoids/lamps grab).



#720 arngrim

arngrim

    DJ Force Feedback

  • VIP
  • 2,188 posts
  • Location:Charleroi, Belgium

  • Flag: Belgium

  • Favorite Pinball: Monster bash



Posted 25 February 2014 - 08:12 AM

seems a lot since rev 3500, will do the merge on my versions, thank you ;)