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Dev thread: Road to DX9


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#1181 Horrible

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Posted 09 March 2014 - 12:33 PM

I'm having a slight problem with DX9a.  I was testing 9 yesterday and all was reasonably well.  Fired up 9a today and loaded a table and it crashed when I pressed play.  The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1).  Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run.  V9.2.1 runs fine.

 

Has anyone else had a similar problem?  I've checked all the Directx drivers etc. all OK

 

H


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#1182 BananaBoat

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Posted 09 March 2014 - 01:08 PM

Can i make a small request?

If possible, could you make it so that a double click of a .vpt file in windows exploreropens the table up in VP?

It currently doesnt associate properly.

Thanks


Edited by BananaBoat, 09 March 2014 - 01:09 PM.


#1183 The Loafer

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Posted 09 March 2014 - 02:04 PM

If you rename any of the vp tech betas to vpinball.exe, that should load it automatically when double clicking on a .vpt file bananaboat. Outside of that, it's really not for something for the tech betas to address.

Due to workload and travel ... And setting up VP on a tablet for a friend before he left on a trip lol, I have not had a chance to test the tech betas thoroughly since tech beta 7. Work expects to be crazy again this week however I wanted to take a second to thank you Mukuste and all the testers for being so thorough in addressing the issues and seeing the vp dx9 tech betas advance at an incredible rate. Never would have believed this possible.

#1184 gtxjoe

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Posted 09 March 2014 - 02:13 PM

Played apollo 13 VP9.2_1.02_FS  (game difficulty set to extra easy to get 13 multiball).  
 
No noticeable stutter on single ball for me for all tests
9.2.1rev920 300 fps. 3ball:  no noticeable stutter  13ball:stutter and very low framerate down to 5fps until some of the balls drain
test7:  175 fps.     3ball:  no noticeable stutter  13ball:  maybe slightly improved behavior over dx7 9.2.1 still stutter with high ball count
test8a: 400 fps.     3ball:  no noticeable stutter  13ball:  same or slightly improved behavior over test7 
test7:  400 fps.     3ball:  stutter right away  13ball:  stutter worse that test7 and test8a
 
Might be a good idea to specify a table to test with or w/o db2s with every release so there is some consistency in reporting.  We could even block off the outlanes and centerlane and have people test 1,2,3 ball behavior using the throw ball in the debug menu


#1185 Horrible

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Posted 09 March 2014 - 02:46 PM

I'm having a slight problem with DX9a.  I was testing 9 yesterday and all was reasonably well.  Fired up 9a today and loaded a table and it crashed when I pressed play.  The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1).  Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run.  V9.2.1 runs fine.
 
Has anyone else had a similar problem?  I've checked all the Directx drivers etc. all OK
 
H


Edit: Tried everything including going through the registry. Gave up and rolled back a day or so, re-did all the changes from the last day and tried DX9a, all worked.

No idea what happened.

Still getting the black apron on CV FOM 1.6

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#1186 gtxjoe

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Posted 09 March 2014 - 03:00 PM

Alright.  My Apollo 13 results is not a good table to benchmark other table performance.  I just used test9a and tried out

Scared_Stiff_921_FOM - JPSalas - Dozer316 - SUNKEN - NIGHT

and

Medieval-Madness_Night Mod_VP9.2_V1.3_FS_FOM_SUNKEN_RELEASE_DAY

 

I blocked off the drain and outlanes.  Loaded up the table with balls using the debug throw balls option and played and enjoyed the multiball madness.  I loaded up table with 10 balls and its playable.  Yes 10 ball performance is not as good as 3 ball.  With 3,4,5 ball I was completely happy with the performance.  

 

MM requires walls of 100 height due as playfield is raised to support moat (when you throw ball its actually under the playfield, when it drains you will get Object required popup. Hit enter and a all will get kicked onto the real playfield.  You will get a lot of object required popups as you play and kickers are hit, but just hit the plunger/enter key to continue playing

.


Edited by gtxjoe, 09 March 2014 - 03:02 PM.


#1187 boiydiego

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Posted 09 March 2014 - 03:33 PM

Can i make a small request?

If possible, could you make it so that a double click of a .vpt file in windows exploreropens the table up in VP?

It currently doesnt associate properly.

Thanks

 

i have same problem and my exe is name VPinball.exe and it start vp but not the table i clicked !?


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#1188 gtxjoe

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Posted 09 March 2014 - 03:59 PM

Tested version test9 and is getting better and better, still Elvyra and the Party Monters table have missing top 2 monsters and I found that the apron are more darker?

 

thanks everyone!

 

 

Edit:  Reproduced issue with newer 1.3 table release

http://www.vpforums....s&showfile=9003

 

Issue is with wall f14 and f14a.  image is boogie1/boogie2.   Transparency is set to black.  Side of wall color is also set to black, making the wall transparent.  If wall color is changed, image shows up


Edited by gtxjoe, 09 March 2014 - 04:31 PM.


#1189 boiydiego

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Posted 09 March 2014 - 04:03 PM

what i feel with the dx9 against the latest 9.2.1 the diffrence in gameplay totaly diffrent , you have more fps with dx9 but the feeling of the hole package is better in 9.2.1 dont know why . 


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#1190 jimmyfingers

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Posted 09 March 2014 - 04:09 PM

 

Test9 screenshot, lights obviously render over emreels, graphic decals over lights and kicker holes also incorrect. flippers also have that funky look again.

 

Actually the render time was not that bad, exit time was though.

 

Are you sure this is with Test9? I haven't seen the "kicker through objects" issue since much earlier versions. Same for the flipper glitches. I think you inadvertently ran an old version here.

 

@StevOz - This really cannot be from test9/9a.  However, one sure way to prove it / disprove it at least is if you hit F11 during your game play and make a screen shot showing this as well as the table because there were / are new fields added  since test7 to the F11 information that show avg and max frame times in addition to the FPS counter. If they are missing in your screen shot, then you are indeed not running a version at or above test8a / the version you think you are (i.e. test9/9a).  

 

The flipper graphic glitches have been fixed since test5a and the new fields only present from test8a onward.

 

@Mukuste / Toxie - Thanks for the quick fixes and release of the test9a for the ball collision issues.



#1191 LoadedWeapon

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Posted 09 March 2014 - 04:10 PM

Make sure to turn off RO and RU on dx9.. less problems and see no advantage of having them on

#1192 Dozer316

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Posted 09 March 2014 - 04:27 PM

 

I'm having a slight problem with DX9a.  I was testing 9 yesterday and all was reasonably well.  Fired up 9a today and loaded a table and it crashed when I pressed play.  The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1).  Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run.  V9.2.1 runs fine.
 
Has anyone else had a similar problem?  I've checked all the Directx drivers etc. all OK
 
H


Edit: Tried everything including going through the registry. Gave up and rolled back a day or so, re-did all the changes from the last day and tried DX9a, all worked.

No idea what happened.

Still getting the black apron on CV FOM 1.6

 

 

Right click down near the flippers on CV FOM 1.6 in the editor and select the ramp named "apronr".   Change it to alpha from solid in the options and save.

This should fix the black apron.

 

Dozer.



#1193 kiwi

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Posted 09 March 2014 - 05:14 PM

Make sure to turn off RO and RU on dx9.. less problems and see no advantage of having them on

RO and RU are an old story, in DX9 Ro and RU have been removed.

 

Max


Edited by kiwi, 09 March 2014 - 05:14 PM.


#1194 Horrible

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Posted 09 March 2014 - 05:28 PM

I'm having a slight problem with DX9a.  I was testing 9 yesterday and all was reasonably well.  Fired up 9a today and loaded a table and it crashed when I pressed play.  The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1).  Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run.  V9.2.1 runs fine.
 
Has anyone else had a similar problem?  I've checked all the Directx drivers etc. all OK
 
H


Edit: Tried everything including going through the registry. Gave up and rolled back a day or so, re-did all the changes from the last day and tried DX9a, all worked.
No idea what happened.
Still getting the black apron on CV FOM 1.6
 
Right click down near the flippers on CV FOM 1.6 in the editor and select the ramp named "apronr".   Change it to alpha from solid in the options and save.

This should fix the black apron.
 
Dozer.


Yep that did it.

Cheers Dozer!

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#1195 mukuste

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Posted 09 March 2014 - 06:36 PM

@ Test9a

 

The original plunger is messed up, this happens in my table not yet released.
If I change the order and put the plunger in front, the fault disappears.
I'll see if I find the same problem in another table released.

 

Thanks

 

Max

 

Hm, interesting. Is that just the default plunger or some alpha ramp plunger? Would be nice if you could find some publicly available table to reproduce this, or create a minimal example table. Did this work in earlier versions?

 

 

Alright.  My Apollo 13 results is not a good table to benchmark other table performance.  I just used test9a and tried out

Scared_Stiff_921_FOM - JPSalas - Dozer316 - SUNKEN - NIGHT

and

Medieval-Madness_Night Mod_VP9.2_V1.3_FS_FOM_SUNKEN_RELEASE_DAY

 

I blocked off the drain and outlanes.  Loaded up the table with balls using the debug throw balls option and played and enjoyed the multiball madness.  I loaded up table with 10 balls and its playable.  Yes 10 ball performance is not as good as 3 ball.  With 3,4,5 ball I was completely happy with the performance.  

 

MM requires walls of 100 height due as playfield is raised to support moat (when you throw ball its actually under the playfield, when it drains you will get Object required popup. Hit enter and a all will get kicked onto the real playfield.  You will get a lot of object required popups as you play and kickers are hit, but just hit the plunger/enter key to continue playing

.

 

That's interesting. At least on the default table I still get very good performance with 10 ball multiball, have to test others too. But at least Test8 and beyond should have much better multiball performance than Test7 and before.

 

 

 

Tested version test9 and is getting better and better, still Elvyra and the Party Monters table have missing top 2 monsters and I found that the apron are more darker?

 

thanks everyone!

 

 

Edit:  Reproduced issue with newer 1.3 table release

http://www.vpforums....s&showfile=9003

 

Issue is with wall f14 and f14a.  image is boogie1/boogie2.   Transparency is set to black.  Side of wall color is also set to black, making the wall transparent.  If wall color is changed, image shows up

 

Thanks, good find! Could you add it to the spreadsheet so we have a central place to refer to?

 

 

Make sure to turn off RO and RU on dx9.. less problems and see no advantage of having them on

 

As kiwi said, these concepts don't exist anymore in the DX9 version, so no need to worry about them. Basically, they are conceptually off all the time by virtue of not existing anymore :)

 

 

 

 

I'm having a slight problem with DX9a.  I was testing 9 yesterday and all was reasonably well.  Fired up 9a today and loaded a table and it crashed when I pressed play.  The only thing I could see was that in video settings there was a massive number in Adaptive vsync in the video preferences section after I had set it to -1 (I meant to set it to 1).  Even though I've set this to 1, it won't run a table, in fact no version of DX9 will run.  V9.2.1 runs fine.
 
Has anyone else had a similar problem?  I've checked all the Directx drivers etc. all OK
 
H


Edit: Tried everything including going through the registry. Gave up and rolled back a day or so, re-did all the changes from the last day and tried DX9a, all worked.

No idea what happened.

Still getting the black apron on CV FOM 1.6

 

 

Right click down near the flippers on CV FOM 1.6 in the editor and select the ramp named "apronr".   Change it to alpha from solid in the options and save.

This should fix the black apron.

 

Dozer.

 

 

This is true but I would NOT recommend applying any workarounds for such short-lived bugs. It's fixed in the next release, and alpha ramps are more of a drain on performance than solid ramps.


Edited by mukuste, 09 March 2014 - 06:40 PM.


#1196 kiwi

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Posted 09 March 2014 - 07:32 PM

 

@ Test9a

 

The original plunger is messed up, this happens in my table not yet released.
If I change the order and put the plunger in front, the fault disappears.
I'll see if I find the same problem in another table released.

 

Thanks

 

Max

 

Hm, interesting. Is that just the default plunger or some alpha ramp plunger? Would be nice if you could find some publicly available table to reproduce this, or create a minimal example table. Did this work in earlier versions?
 

Yes, it is the default plunger, the problem occurs only in test9 and test9a.
I have tried many tables in alphabetical order, I got the letter K, and I have not seen anything like it.
I have noticed that very often the VP crashes when I close the table, before opening another one.
If you want, I can send you the table in question.

 

Thanks

 

Max



#1197 mukuste

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Posted 09 March 2014 - 07:50 PM

 

 

@ Test9a

 

The original plunger is messed up, this happens in my table not yet released.
If I change the order and put the plunger in front, the fault disappears.
I'll see if I find the same problem in another table released.

 

Thanks

 

Max

 

Hm, interesting. Is that just the default plunger or some alpha ramp plunger? Would be nice if you could find some publicly available table to reproduce this, or create a minimal example table. Did this work in earlier versions?
 

Yes, it is the default plunger, the problem occurs only in test9 and test9a.
I have tried many tables in alphabetical order, I got the letter K, and I have not seen anything like it.
I have noticed that very often the VP crashes when I close the table, before opening another one.
If you want, I can send you the table in question.

 

Thanks

 

Max

 

 

I already discovered that crashing bug myself, too! It's fixed in the next one.

 

Yes, please send me the table.



#1198 xzotic

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Posted 10 March 2014 - 02:58 AM

 

 

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

 

I'll be looking forward to this also. No point me testing the current version until the stutters have been fixed as it's the #1 requirement for smooth and realistic gameplay. 9.2.1 is the benchmark to beat - super smooth. Dx7 build still rules!

 

 

Test9 specifically has changes to improve the stutter, didn't you read the post? Test it and tell me if you see any improvement. How do you expect the stutter to be fixed without providing test feedback.


 

 

Yes, I did read the post and at that time the Test9 download link was not available (or I could not find it).  Now that it is, I can do some more tests. Thank you.

 

 

 

 

 

No point me testing the current version until the stutters have been fixed as it's the #1 requirement for smooth and realistic gameplay. 9.2.1 is the benchmark to beat - super smooth. Dx7 build still rules!

Just wondering what purpose do comments like this serve in a DEVELOPMENT thread for dx9? No value / information / help and only de-motivating to developmers. Just my 2 cents...

 

 

Sorry, not sure what your problem is? I reported that from my observations the DX9 Test8a build shows lower performance to 9.2.1 on my system and I wasn't going to do any further tests until I see that the issue has been resolved. For me the DX7 build still rules. That's my personal experience.

 

Since then, the DX9 TEST9 has been released which is expected to improve/resolve the lower performance situation so I'll go and test that as soon as I can. 

 

i7 920 Overclocked 3.2, 4 GB RAM, Nividia 480GTX base clock, Vanilla Win7 32bit all updates, vp9.2.1 with and without b2s (Butter Smooth), vp DX9 Test 8 with and without b2s (Slightly worse performance with some stutter), DX9 Test 9 (Not tested as yet, will report back when I can).


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#1199 DJRobX

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Posted 10 March 2014 - 03:16 AM

I was checking out Apollo13 today (test 9a).  I noticed that 13 ball play is smooth, BUT - there is some very noticeable stutter at the time balls are being kicked out from the trough.   I then noticed the same behavior in Indiana Jones - multi ball play was smooth but there was some lag when new balls were being ejected from the idol.    I'd never seen stuttering on IJ like that before...


Edited by DJRobX, 10 March 2014 - 03:21 AM.


#1200 JohnnyDoe

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Posted 10 March 2014 - 10:15 AM

 

Can i make a small request?

If possible, could you make it so that a double click of a .vpt file in windows exploreropens the table up in VP?

It currently doesnt associate properly.

Thanks

 

i have same problem and my exe is name VPinball.exe and it start vp but not the table i clicked !?

 

Check this thread:

http://www.vpforums....?showtopic=4609