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ALMOST Full 64 Bit Setup…

64 bit pinup dof

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#61 Slydog43

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Posted 05 June 2023 - 02:44 PM

I think I found an error on github, page:

 

https://github.com/v...cab-Setup-Guide

 

in step 6 (DOF Setup stuff), the line

 

Go into \DirectOutput-x86 into and run RegisterDirectOutputComObject.exe (as Admin). Press OK

 

should be \DirectOutput-x64 and run RegisterDirectOutputComObject.exe, etc

 

 

That is what I did and everything works great now

Go into \DirectOutput-x86 into and run RegisterDirectOutputComObject.exe (as Admin). Press OK



#62 Mike DA Spike

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Posted 07 June 2023 - 03:38 AM

When VPinMAME can to a9jit in the 64bit build, you could use it with everything.

Would you get an advantage?
Doubtful unless you had some kind of issue going on that was only affecting 32bit things.

 

the VPW BBB table uses same amount of RAM, regardless of which VPX flavor you run it in.

which is well under the 32bit limit

 

Runs at same FPS

VRAM use doesn't care about bit flavor.

 

hey guys, I have a short memory and know that a9jit was causing some issues in the past (and thought I needed a registry change or something), but is that still causing issues on Vpinmame 64 bit ?

With other words, what is a9jit and is this still causing issues on the Vpinmame 64 bit ?


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#63 wiesshund

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Posted 07 June 2023 - 08:23 AM

 

When VPinMAME can to a9jit in the 64bit build, you could use it with everything.

Would you get an advantage?
Doubtful unless you had some kind of issue going on that was only affecting 32bit things.

 

the VPW BBB table uses same amount of RAM, regardless of which VPX flavor you run it in.

which is well under the 32bit limit

 

Runs at same FPS

VRAM use doesn't care about bit flavor.

 

hey guys, I have a short memory and know that a9jit was causing some issues in the past (and thought I needed a registry change or something), but is that still causing issues on Vpinmame 64 bit ?

With other words, what is a9jit and is this still causing issues on the Vpinmame 64 bit ?

 

 

Yes.
It basically doesnt exist in 64bit
So your mileage may vary depending on ROM run.

 

Some dont even crash, the ROM just gets way out of sync with the table, and then of course stops making sense at all.
I supposed eventually it might crash, i never ran one out of sync long enough to find out.

 

Computer\HKEY_CURRENT_USER\Software\Freeware\Visual PinMame\ROMNAME
at91jit

 

You can try setting it to 0
It may alleviate a crash, but then get you out of sync, or just not work.

Try it out and see how it works for you, i mean i ran 64bit for a good while, before you guys even began talking about it
most things i had 0 issues.
0 benefits, but also 0 issues

 

like VPW's big bang bar or last action hero?
no difference in 32 or 64bit, same speed same ram/cpu/gpu use etc

Keep in mind, i have no VR hardware, so im obviously not running nor can test what happens in VR, so things may be different there.
Like here was last action hero on my laptop, after i deleted the VR room i cant use

 

2RW07MK.png

 

And here is with the VR room still in the table
EGIguXY.png


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#64 Mike DA Spike

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Posted 07 June 2023 - 08:48 AM

Thanks for explaining.
And to be clear, I'm not only using VR. I still use cabinet as well and testing GL with my Kinect in cabinet mode too. I only doesn't use the desktop view (but maybe I will put that on my wifes steamdeck for testing)
Anyway, rhanks as always. I will save your post to my notes, so I won't need tomask again

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#65 richintx

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Posted 07 June 2023 - 09:13 PM

 

 

I'm curious - what is the benefit/need of using Lucky's DMD driver over Freezy's?   thanks

 

Lucky's supports the proprietary altcolor formats.


FYI... Nailbuster got the 64bit baller installer update posted a week ago... here's a link....

 

https://www.nailbust...d=release_notes



#66 Crrispy

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Posted 18 June 2023 - 04:30 PM

Hello,

 

I'm also <almost> there.  I've installed the latest 10.8 beta (32 and 64 bits), Pinmame 3.6 (32 and 64), the latest dmddevice extension dlls with serum plugin, the nailbuster beta x64 drivers.

Tables without an external dmd like Iron Maiden, BM66, Munsters, work fine, either b2s or pup packs. Any other table with a dmd, and VP freezes during game login at step "Preparing table -> Starting game scripts" step. No popup, no error, nothing.

Is it possible to enable detailed logging to a file, to try to see where it fails?

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.


Edited by Crrispy, 18 June 2023 - 04:30 PM.


#67 wiesshund

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Posted 18 June 2023 - 05:47 PM

Hello,

 

 

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

 

hmm that is unusual
2RW07MK.png


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#68 Wylte

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Posted 18 June 2023 - 08:44 PM

 

Hello,

 

 

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

 

hmm that is unusual
2RW07MK.png

 

You're looking at the wrong numbers, though - go to the Performance tab for a full view.

My setup isn't the best for this since my GPU only has 4gb of vram, but here you go (I'm not going to futz around with VPF's image manager).

Full album:

https://imgur.com/a/LC3K9V3

Memory baseline:

https://imgur.com/pgO1YfX

Memory with textures limited to 2048:

https://imgur.com/cxLNhxL

GPU @ 2048:

https://imgur.com/xgwz7KL

Memory with unlimited textures (trusting VPX clamping):

https://imgur.com/RehbLAi

GPU @ unlimited:

https://imgur.com/oPv1xMr

You can see that when limited to 2048, VPX is using 3.2gb of memory and 1.7gb of dedicated GPU memory.  Setting the textures to unlimited, memory usage goes up to 6.2gb and GPU to 3.7 (it's getting capped out and runs like shit).  x86 would have started freaking out at 4gb memory and probably crashed.  It's great that it works on x86 for you; VPX tries to limit things and keep running... but that's not the case for everyone.  I'm just glad there are devs who have finally brought all of the VP programs into the modern age of...let's be generous and go with W7...2009.


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#69 wiesshund

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Posted 18 June 2023 - 09:41 PM

 

 

Hello,

 

 

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

 

hmm that is unusual
2RW07MK.png

 

You're looking at the wrong numbers, though - go to the Performance tab for a full view.

My setup isn't the best for this since my GPU only has 4gb of vram, but here you go (I'm not going to futz around with VPF's image manager).

Full album:

https://imgur.com/a/LC3K9V3

Memory baseline:

https://imgur.com/pgO1YfX

Memory with textures limited to 2048:

https://imgur.com/cxLNhxL

GPU @ 2048:

https://imgur.com/xgwz7KL

Memory with unlimited textures (trusting VPX clamping):

https://imgur.com/RehbLAi

GPU @ unlimited:

https://imgur.com/oPv1xMr

You can see that when limited to 2048, VPX is using 3.2gb of memory and 1.7gb of dedicated GPU memory.  Setting the textures to unlimited, memory usage goes up to 6.2gb and GPU to 3.7 (it's getting capped out and runs like shit).  x86 would have started freaking out at 4gb memory and probably crashed.  It's great that it works on x86 for you; VPX tries to limit things and keep running... but that's not the case for everyone.  I'm just glad there are devs who have finally brought all of the VP programs into the modern age of...let's be generous and go with W7...2009.

 

read his post
He said "even with reduced texture sizes"

 

my screenshot is from a laptop (old laptop latitude E5430), with just an igpu and no dedicated vram

He should not crash out if he has reduced textures?


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#70 Wylte

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Posted 18 June 2023 - 10:40 PM

 

 

 

Hello,

 

 

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

 

hmm that is unusual
 

 

You're looking at the wrong numbers, though - go to the Performance tab for a full view.

My setup isn't the best for this since my GPU only has 4gb of vram, but here you go (I'm not going to futz around with VPF's image manager).

Full album:

https://imgur.com/a/LC3K9V3

Memory baseline:

https://imgur.com/pgO1YfX

Memory with textures limited to 2048:

https://imgur.com/cxLNhxL

GPU @ 2048:

https://imgur.com/xgwz7KL

Memory with unlimited textures (trusting VPX clamping):

https://imgur.com/RehbLAi

GPU @ unlimited:

https://imgur.com/oPv1xMr

You can see that when limited to 2048, VPX is using 3.2gb of memory and 1.7gb of dedicated GPU memory.  Setting the textures to unlimited, memory usage goes up to 6.2gb and GPU to 3.7 (it's getting capped out and runs like shit).  x86 would have started freaking out at 4gb memory and probably crashed.  It's great that it works on x86 for you; VPX tries to limit things and keep running... but that's not the case for everyone.  I'm just glad there are devs who have finally brought all of the VP programs into the modern age of...let's be generous and go with W7...2009.

 

read his post
He said "even with reduced texture sizes"

 

my screenshot is from a laptop (old laptop latitude E5430), with just an igpu and no dedicated vram

He should not crash out if he has reduced textures?

 

Ah, I mixed the quoted post up with the earlier conversation about reverting to unlimited.

 

Hello,

 

I'm also <almost> there.  I've installed the latest 10.8 beta (32 and 64 bits), Pinmame 3.6 (32 and 64), the latest dmddevice extension dlls with serum plugin, the nailbuster beta x64 drivers.

Tables without an external dmd like Iron Maiden, BM66, Munsters, work fine, either b2s or pup packs. Any other table with a dmd, and VP freezes during game login at step "Preparing table -> Starting game scripts" step. No popup, no error, nothing.

Is it possible to enable detailed logging to a file, to try to see where it fails?

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

It looks like you have a problem with the VPM install to start with, and running LAH in x86 may or may not be related.  I'd say copy in fresh vpinmame files (VPinMAME32-sc...x86) and run "Setup.exe" and click install, then the same for "Setup64.exe" (VPinMAME32-sc...x64).

https://github.com/v...3.6-369-102e419


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#71 wiesshund

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Posted 19 June 2023 - 12:44 AM

 

Ah, I mixed the quoted post up with the earlier conversation about reverting to unlimited.

 

 

Hello,

 

I'm also <almost> there.  I've installed the latest 10.8 beta (32 and 64 bits), Pinmame 3.6 (32 and 64), the latest dmddevice extension dlls with serum plugin, the nailbuster beta x64 drivers.

Tables without an external dmd like Iron Maiden, BM66, Munsters, work fine, either b2s or pup packs. Any other table with a dmd, and VP freezes during game login at step "Preparing table -> Starting game scripts" step. No popup, no error, nothing.

Is it possible to enable detailed logging to a file, to try to see where it fails?

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

It looks like you have a problem with the VPM install to start with, and running LAH in x86 may or may not be related.  I'd say copy in fresh vpinmame files (VPinMAME32-sc...x86) and run "Setup.exe" and click install, then the same for "Setup64.exe" (VPinMAME32-sc...x64).

https://github.com/v...3.6-369-102e419

 

 

That's ok, somewhere i totally missed whatever he showed that identified it as a vpm crash so...

 

incidentally, i made this table run, in 32bit, with unlimited texture size.
but it's only useful to those not using VR

I threw all the VR parts away, along with the textures.

also resized any overly large textures not to exceed 4k resolution.

 

The reduction in system load, regardless of running 32 or 64bit was insane.

 

I looks the same visually, i can't tell any difference between the stock and modified tables.

 

I cant upload it anyplace, I don't have any permission to mod VPW tables, but i could probably point a person towards what things to toss out / change

mind you that has 0 effect on CPU load as far as computations, so would not help anyone who simply has a slow CPU.


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#72 DDH69

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Posted 17 November 2023 - 06:26 AM

FYI - I'm working on the 64 bit version of DOFLinx


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#73 GlueSniffinEd

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Posted 18 November 2023 - 12:04 AM

Sorry for the noob question but would moving to 64bit fix the issue I have with some 'heavier' tables? Two in particular always seem to give me trouble which are Big Bang Bar and Last Action Hero by VPinWorkshop. Trying to figure out if it's that which is holding them back or my video card (NVIDIA GeForce GTX 1060 3GB) or a combo of both.

I have a GTX 1060 3GB card and run full 64 bit.  Unfortunately, I still have to resize the textures on those tables for them to run.  It's also the same on a lot of the newer VPW tables for me.  While I'm there, I also strip out all VR textures, as I run a cab and don't use the VR functionality.

 

I guess I COULD also use the per game ini file thing to set the max texture resolution, but I started doing this when I was on 32bit and I'm set in my ways.....dammit!

 

Thanks for the tip back in the day wiesshund!


Edited by GlueSniffinEd, 18 November 2023 - 01:14 AM.


#74 wiesshund

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Posted 18 November 2023 - 03:38 AM

Yea, all you can do for certain hardware
 

But thankfully VPX is like that.

 

Kick out a little sweat and effort and POOF

You too can run XYZ computer eating table.

 

Not super convenient, but very much in the spirit of VPX i think.


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#75 htamas

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Posted 18 November 2023 - 04:49 AM

I have a GTX 1060 3GB card and run full 64 bit.  Unfortunately, I still have to resize the textures on those tables for them to run.

Strange, since I had the exact same card until yesterday and I was able to run those tables even with 32-bit VPX if I limited textures to 3GB in the video settings. I didn't have to edit the tables to resize images. After switching to full 64-bit, I could set the textures to 'unlimited' and they ran fine.



#76 wiesshund

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Posted 18 November 2023 - 07:07 AM

 

I have a GTX 1060 3GB card and run full 64 bit.  Unfortunately, I still have to resize the textures on those tables for them to run.

Strange, since I had the exact same card until yesterday and I was able to run those tables even with 32-bit VPX if I limited textures to 3GB in the video settings. I didn't have to edit the tables to resize images. After switching to full 64-bit, I could set the textures to 'unlimited' and they ran fine.

 

 

What resolution etc did you use?

 

I know in untouched form, depending on resolution, they will use up more than 3gb VRAM

some of them will anyways


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#77 htamas

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Posted 18 November 2023 - 08:01 AM

What resolution etc did you use?

 

My playfield is just a 27" 1080p monitor



#78 M4dd4M

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Posted 22 November 2023 - 09:32 PM

Hello,

 

I'm also <almost> there.  I've installed the latest 10.8 beta (32 and 64 bits), Pinmame 3.6 (32 and 64), the latest dmddevice extension dlls with serum plugin, the nailbuster beta x64 drivers.

Tables without an external dmd like Iron Maiden, BM66, Munsters, work fine, either b2s or pup packs. Any other table with a dmd, and VP freezes during game login at step "Preparing table -> Starting game scripts" step. No popup, no error, nothing.

Is it possible to enable detailed logging to a file, to try to see where it fails?

At least I didn't break the x86 setup. But I can't load LAH in x86 version, it either hangs or CTD, even with reduced textures size.

 

Thanks.

 

Hi @Crrispy, did you solved your problem ?
I've got the same issue, and can't solve it yet ... (VPX-10.8.0-1786-588c765-Release-win-x64 et VPinMAME-sc-3.6-573 )



#79 DDH69

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Posted 05 December 2023 - 03:45 AM

My testing of DOFLinx 64 bit on both of my arcade machines with Mame is now done.  Sore fingers from mashing the fire button, but at least the software is running fine   :yahoo:


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#80 jamos

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Posted 17 December 2023 - 06:25 PM

My testing of DOFLinx 64 bit on both of my arcade machines with Mame is now done.  Sore fingers from mashing the fire button, but at least the software is running fine   :yahoo:

for some reason cannot get doflink 64 to work on my cab when i click on the b2s it doesn't showup in the active plugin list.