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Dev thread: Road to DX9


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#1101 teppotee

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Posted 06 March 2014 - 09:00 PM

Ok... got the SweetFX working but damn the performance takes quite a hit :)

 

I noticed the same with test7 vs. test8. 7 runs much smoother with these effects although FPS looks about the same. However without any FXAA or SweetFX etc. the performace on test8 is still really good on both my pc's. (gtx 570m / gtx580)



#1102 BananaBoat

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Posted 06 March 2014 - 09:06 PM

Can people update their signatures or even provide PC spec details AND version of vpinmame.dll they are using to test from now on please?

This stutter issue needs to be resolved.

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#1103 kruge99

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Posted 06 March 2014 - 09:31 PM

Can people update their signatures or even provide PC spec details AND version of vpinmame.dll they are using to test from now on please?

This stutter issue needs to be resolved.

Sent from my HTC_PN071 using Tapatalk

 

Please leave out hacked versions of vpinmame out of respect for VPforums.org rules.  If you wish to post your vpinmame dll version, please only reference the official versions available for download from here.  ie: destop version or cabinet dll.  Thank you.

 

Best Regards,

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#1104 mukuste

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Posted 06 March 2014 - 09:42 PM

First off, let me say 'thank you' to you hard working developers. Reading this thread, and the 9.2x ones, I am amazed at the progress being made and I can't wait to see what a vp10 version might bring :)

 

Every dx9 version I tried has been stable but today for the first time VP9_DX9_test8a crashed on me with a "fatal error: HRESULT 88760868..\RenderDevice.cpp:366" error. I see this has been reported before once by bosvrucht (post 223) and that was with the very first dx9 test version. I had been playing the table the error occured on for hours without any problem.. then suddenly the crash happened.

 

table was: The Getaway VP92 (http://www.vpforums....showtopic=27018)

My old system: core2 E6400, 9600GT, win7 32bit

 

I'll play some more tomorrow and see what happens..

 

I'm pretty sure you used "true" fullscreen there. Please use windowed fullscreen.



#1105 radikal

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Posted 06 March 2014 - 10:02 PM

For those who want to debug stutter, the first step would be to look at the new max frametime counter on the F11 display. Is it much higher than the average frametime? Always, or does it jump? Does it correlate to any table events? And so on. Usually, if you have stutter, this counter should be much higher than the average.


I consistently get an initial spike when the 1st ball is launched (1st as in after initially loading the table). It correlates to one of the sounds. Very pronounced on T2 Chrome (which has always been unplayable for me) but also occurs on AFM which is rock solid and stutter free after that initial spike. I've got an on-mobo sound chip and think the caching/driver is spiking. Do we do any sound caching in VP? I suppose I should dig out an old Creative card and see if that helps. CPU is Intel i5 w/4GB, Nvidia 9800GT (yes I know) and two displays. T2 has less than 50 frame rate and greater than 40ms avg (not fun). AFM has ~500 rate and 4.5 ms avg (very fun).

#1106 Sir Cheddar

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Posted 07 March 2014 - 12:29 AM

@BananaBoat

Just out of interest, did you try toxie's unified beta build?

It would be interesting to know if you get different results there then with the current stable version.

 

http://www.vpforums....showtopic=27063



#1107 BananaBoat

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Posted 07 March 2014 - 12:35 AM

He just sent me a msg about it, I'll try tonight and see. Thanks!

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#1108 BananaBoat

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Posted 07 March 2014 - 07:38 AM

 

Thanks for the results so far, very interesting. I also want to stress again that not only the absolute numbers for the max time are important, but maybe even more the ratio between max and average time, so keep that in mind.

 

im convinced its the .dll

 

 

Turns out i was right in my assumption.

Just tested the new official vpinmame.dll and there is no real stutter (although some further optimisation wouldnt hurt) .

Similarly, the new "other" vpinmame.dll doesnt cause any stutter either.

 

I strongly believe that the vpinmame.dll should be considered in conjunction with DX9 development to make sure we are all optimised.

 

Thanks to all involved to date.



#1109 chinzman93

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Posted 07 March 2014 - 08:10 AM

i noticed something a little odd with the Test 8a build. I get some stutter when the F11 display is turned off. When I turn it on, the stutter goes away. I didn't notice until tonight because I have turned the F11 display on as soon as I started a table. Also, I installed SweetFX today, which brought down my FPS enough to notice (130 with 8ms times down from 300 with 4-5 ms times without SFX). I checked in Test 7 and it really doesn't seem to matter if F11 is on or not. No stutter to speak of in either. I am running Toxie's VPinmame, XP 32 bit, Athlon II X3, with an HD 7790. 

 

Also, I checked and my AV program wasn't running in the background this time either....lol

 

Update: I removed SFX and the FPS are back above 300 and times back to 4-5 depending on table and max time doesn't deviate much more the 1-2 ms. I don't know if the performance penalty justifies the improvements. I did like playing with some of the stuff. Technicolor was pretty cool because seemed to deaden some bright colors that can get a little out of hand. Kinda of a cool effect. Monochrome was kinda cool also.


Edited by chinzman93, 07 March 2014 - 08:19 AM.


#1110 mukuste

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Posted 07 March 2014 - 09:47 AM

There is a known stutter issue in Test8 which took me a LOT of time to track down. It was worth it though since I understand the whole rendering pipeline a lot better now. This should hopefully be fixed in the next release. Thanks to jimmyfingers for prodding me into fixing this and providing detailed information.

 

Note that this most likely does NOT relate to the db2s stutter, that's a separate beast and something I'm not sure we can fix from within VP.



#1111 BananaBoat

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Posted 07 March 2014 - 09:50 AM

Awesome news. The latest dll's display very little stutter and most games run smooth, any further enhancements will be further welcomed.

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#1112 Argo

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Posted 07 March 2014 - 10:01 AM

The only problems I've encountered with SweetFX:

1) If you pause the game and click on "resume", vp will exit;

2) Delayed/doubled sound.



#1113 mukuste

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Posted 07 March 2014 - 10:19 AM

The only problems I've encountered with SweetFX:

1) If you pause the game and click on "resume", vp will exit;

2) Delayed/doubled sound.

 

1) sounds like you are using Test8 instead of Test8a.



#1114 Argo

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Posted 07 March 2014 - 10:23 AM

@mukuste: exactly, but I didn't find it anywhere, can you link it to me? thanks.

 

Update: FOUND! Thanks.

 

Ok, now the first problem is solved.


Edited by Argo, 07 March 2014 - 10:35 AM.


#1115 Horrible

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Posted 07 March 2014 - 10:56 AM

 

 

Thanks for the results so far, very interesting. I also want to stress again that not only the absolute numbers for the max time are important, but maybe even more the ratio between max and average time, so keep that in mind.

 

im convinced its the .dll

 

 

Turns out i was right in my assumption.

Just tested the new official vpinmame.dll and there is no real stutter (although some further optimisation wouldnt hurt) .

Similarly, the new "other" vpinmame.dll doesnt cause any stutter either.

 

I strongly believe that the vpinmame.dll should be considered in conjunction with DX9 development to make sure we are all optimised.

 

Thanks to all involved to date.

 

 

 

Just for clarity can we define the 'official' VPmame source and version, as I'm running the Stern version found on 'the other site'.

 

Do we consider this http://www.vpforums....s&showfile=6429 to be the offical (cab) version?


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#1116 kruge99

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Posted 07 March 2014 - 11:31 AM

 

 

 

Thanks for the results so far, very interesting. I also want to stress again that not only the absolute numbers for the max time are important, but maybe even more the ratio between max and average time, so keep that in mind.

 

im convinced its the .dll

 

 

Turns out i was right in my assumption.

Just tested the new official vpinmame.dll and there is no real stutter (although some further optimisation wouldnt hurt) .

Similarly, the new "other" vpinmame.dll doesnt cause any stutter either.

 

I strongly believe that the vpinmame.dll should be considered in conjunction with DX9 development to make sure we are all optimised.

 

Thanks to all involved to date.

 

 

 

Just for clarity can we define the 'official' VPmame source and version, as I'm running the Stern version found on 'the other site'.

 

Do we consider this http://www.vpforums....s&showfile=6429 to be the offical (cab) version?

 

 

Yes, that is the correct pinball cabinet version to reference here.

 

If you are testing VP9_DX9 with desktop tables and wish to reference your vpinmame dll, you can reference the one available in this download:

 

http://www.vpforums....ads&showfile=19

 

 

Best Regards,

Todd.


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- It's called "The American Dream" because you have to be asleep to believe it.
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Carrie Kelly
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#1117 BuckoBundy

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Posted 07 March 2014 - 12:18 PM

 

First off, let me say 'thank you' to you hard working developers. Reading this thread, and the 9.2x ones, I am amazed at the progress being made and I can't wait to see what a vp10 version might bring :)

 

Every dx9 version I tried has been stable but today for the first time VP9_DX9_test8a crashed on me with a "fatal error: HRESULT 88760868..\RenderDevice.cpp:366" error. I see this has been reported before once by bosvrucht (post 223) and that was with the very first dx9 test version. I had been playing the table the error occured on for hours without any problem.. then suddenly the crash happened.

 

table was: The Getaway VP92 (http://www.vpforums....showtopic=27018)

My old system: core2 E6400, 9600GT, win7 32bit

 

I'll play some more tomorrow and see what happens..

 

I'm pretty sure you used "true" fullscreen there. Please use windowed fullscreen.

 

Thanks for getting back to this, but no, I only use windowed full screen ever since the first DX9 test version. I can't even play in full screen at all because then the table refuses to start with a "Machine terminated before intialized [sic] .." error.

 

Anyway, I played for hours on the same table and some others without any crashes. No complaints from me for sure. I even beat my highscore :)

I'll report back if I can ever reproduce that crash again.



#1118 unclewilly

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Posted 07 March 2014 - 01:51 PM

I assume we are still quite a few months off from the dx9 compatibility release.

I'm trying to update everything soon but want to wait and use dx9 renderer.

Would you recommend starting these updates with these test builds

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#1119 Slydog43

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Posted 07 March 2014 - 03:56 PM

Bring on Test9, If stutter is gone its gonna be my regular exe for daily use.  Weekend maybe?  Hate to ask its just so exciting I can't help myself. Sorry



#1120 boiydiego

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Posted 07 March 2014 - 04:14 PM

well like slydog says wont go to dx9 till its stable (no stutter) and good working , but keep up the good work !


Edited by boiydiego, 07 March 2014 - 04:14 PM.

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