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Dev thread: Road to DX9


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#1261 zany

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Posted 13 March 2014 - 12:50 PM

I tested Cosmic GF with Test10 with the same sattings as Test9a and when 9a was stuttering, and now in 10,  it's gone! :)

The attached image doesn't say much except abit higher fps though.


 

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#1262 mukuste

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Posted 13 March 2014 - 01:09 PM

I tested Cosmic GF with Test10 with the same sattings as Test9a and when 9a was stuttering, and now in 10,  it's gone! :)

The attached image doesn't say much except abit higher fps though.

 

 

It does show that the variance between avg and max frame time went down, which is the main cause for stutter. It's still a factor 3, but you can use the frame limiter at 120fps and it should be perfectly smooth!



#1263 toxie

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Posted 13 March 2014 - 01:11 PM

Gosh I should read things better as I was under the impression that setting adaptive vsync to "1" would magically pick the perfect FPS or something.. my bad. I tried limiting frames by using "120" and that works so well. Did the Apollo 13, 13 multiball test and for the first time ever it doesn't make everything stutter like crazy, instead it is all smooth. Quite amazing on my old hardware.

 

Ok, off to play and test more. Thanks!

 

"1" does indeed detect things automatically, but will simply sync to your monitor refresh rate (usually that means "60"). But setting it to whatever works best/stutter-free on your system can unfortunately not be determined automatically (yet?)..

Later-on (as mukuste tweaks the physics update rate(s)) syncing to monitor refresh will be the best option again, but for now its a bit of trial and error (i personally would guess that 240 could work best on fast systems and 60Hz TVs)..



#1264 zany

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Posted 13 March 2014 - 01:49 PM

I forgot to say...this is still on my test computer...i7 with pretty poor gfx 1gb card. On my other rig....a i5 3.4ghz and a gtx 660 2gb card i don't have any issues at all.



#1265 DreamTrap

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Posted 13 March 2014 - 01:50 PM

if never had any stutter in anything so far haven't had to mess with the vsync settings


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#1266 mukuste

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Posted 13 March 2014 - 02:14 PM

if never had any stutter in anything so far haven't had to mess with the vsync settings

 

Did you by any chance try if the MB crash is resolved with Test10?



#1267 kiwi

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Posted 13 March 2014 - 02:33 PM

 

The 3D Mesh with standard color (no image) are dark, this also happens in test9 and I thought to depend on the Sphere Map issues.
 

pegs.png

 

The plunger works well.

 

Thanks

 

Max

 

Maybe you have to check "Disable lighting". EDIT: Or actually uncheck "Enable lighting", on primitives.

 

Lighting Enable is checked, with Enable Lighting uncheck,
the plastic peg turns white, as in VP921.

 

Max



#1268 mukuste

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Posted 13 March 2014 - 02:37 PM

I'm confused. I thought that peg has a (sphere mapped) texture? So why does it go white.

 

What table is that?



#1269 kiwi

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Posted 13 March 2014 - 02:50 PM

I'm confused. I thought that peg has a (sphere mapped) texture? So why does it go white.

 

What table is that?

No sphere map texture,
for standard color, I meant to say the color selected in the property panel of the 3D Mesh.
In this case, I selected the color orange.

 

Max



#1270 DreamTrap

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Posted 13 March 2014 - 02:50 PM

 

if never had any stutter in anything so far haven't had to mess with the vsync settings

 

Did you by any chance try if the MB crash is resolved with Test10?

 

havn't had time to test mb, sc and getaway with test10 yet


Edited by DreamTrap, 13 March 2014 - 02:52 PM.

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#1271 DJRobX

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Posted 13 March 2014 - 02:54 PM

 

Also the launcher issue on Apollo 13 is related to yet another KD-tree problem, but I haven't figured out completely what and why. Will have to debug that more. Does anybody know if the ball launch on that table is done via a plunger or some other method?

 

There's a kicker on this table called "Autoplunger".   Why this doesn't show up when you right click in that spot, I don't know, it made it a pain to find.   I tried moving it around a touch in different directions and it didn't fix it though. 



#1272 mukuste

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Posted 13 March 2014 - 03:01 PM

 

 

Also the launcher issue on Apollo 13 is related to yet another KD-tree problem, but I haven't figured out completely what and why. Will have to debug that more. Does anybody know if the ball launch on that table is done via a plunger or some other method?

 

There's a kicker on this table called "Autoplunger".   Why this doesn't show up when you right click in that spot, I don't know, it made it a pain to find.   I tried moving it around a touch in different directions and it didn't fix it though. 

 

 

I had a look and it seems the _Hit() event on the AutoPlunger is never fired, for whatever reason, even when it's enabled. Still debugging this.



#1273 ClarkKent

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Posted 13 March 2014 - 03:08 PM

Apollo13 crashes VP after some seconds of play. I never saw such behavior ever in VP. I only applied the fix DJRobX suggested and saved the table (all with the latest test).

#1274 Arcade4

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Posted 13 March 2014 - 03:20 PM

if never had any stutter in anything so far haven't had to mess with the vsync settings

+1

I have not tested Test 10a yet.



#1275 BuckoBundy

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Posted 13 March 2014 - 03:27 PM

Apollo13 crashes VP after some seconds of play. I never saw such behavior ever in VP. I only applied the fix DJRobX suggested and saved the table (all with the latest test).

This actually happened to me as well. I solved it by making my changes to the table, save it, quit and restart test10.



#1276 mukuste

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Posted 13 March 2014 - 03:43 PM

Update on the Apollo 13 plunge issue:

 

The plunging code is a bit weird on this table, it manually sets the height of the ball to 50 when it was created in the BallRelease. In previous versions, the ball then somehow ended up at around height 72. (Rolls up the StartRamp perhaps?) In Test10, it instead drops down to height 30, where it doesn't collide with the AutoPlunger anymore.

 

I can only guess that making the StartRamp wider prevents the ball from falling off it so that it ends up in the right place. I don't know why this is needed now though. If anyone has any insight on why the table does these things, it might help. DJRobX, how did you come up with this fix of making the ramp wider? Should we classify this as a table bug?

 

 

@ClarkKent: That's probably the memory corruption bug in the KD-tree, it's fixed since.


Edited by mukuste, 13 March 2014 - 03:44 PM.


#1277 DJRobX

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Posted 13 March 2014 - 05:03 PM

I can only guess that making the StartRamp wider prevents the ball from falling off it so that it ends up in the right place. I don't know why this is needed now though. If anyone has any insight on why the table does these things, it might help. DJRobX, how did you come up with this fix of making the ramp wider? Should we classify this as a table bug?

 

Just experimentation unfortunately.   I could see that the ball was not able to roll upwards (it didn't bounce when I nudged), so I was playing around with values to try and understand why that was the case.   I was surprised to see it just start working when I did that.     So far I haven't seen any other evidence that the new collision stuff is broken.      Unless we see more problem cases I would suggest classifying it as a table bug for now.      We'll probably know in pretty short order if there are other examples where the new collision code results in stuck balls.    



#1278 jimmyfingers

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Posted 13 March 2014 - 05:22 PM

I think we will potentially see the new collision code element in a few tables / scenarios but looks like in a minor or easy to fix way as it seems pretty good right now considering how little has been reported / noticed.  I have had an event that now occurs on a personal LW3 mod I made where I enlarged the ball using the more recent code to better fit the table dimensions.  That enlarged ball never got stuck on the ramp previously but now does occasionally since the latest build.  However, it was already a very tight intersection (knew that when I modified it originally) and even when it does get stuck now (only 3 times in about 50 runs / play tests), it's still small enough of a catch to be freed generally with a nudge.

 

Something though to keep in mind as all of us play test.  After reading the recent posts it dawned on me what was likely happening and the timing was perfectly coincided.



#1279 gtxjoe

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Posted 13 March 2014 - 06:09 PM

Now that this ball stuck topic came up, while testing Apollo 13, I may have encountered a stuck ball in the bumper area (one of the 2 right bumpers) while testing yesterday.  Ball disappeared in that area, and audio became a constant screech/alarm sound.  I exited the table and restarted, thinking maybe VP or vPinmame froze.  I did not encounter it again, but now I think it could have been a ball stuck scenario, with continuous bumper hit...



#1280 DJRobX

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Posted 13 March 2014 - 06:22 PM

Now that this ball stuck topic came up, while testing Apollo 13, I may have encountered a stuck ball in the bumper area (one of the 2 right bumpers) while testing yesterday.  Ball disappeared in that area, and audio became a constant screech/alarm sound.  I exited the table and restarted, thinking maybe VP or vPinmame froze.  I did not encounter it again, but now I think it could have been a ball stuck scenario, with continuous bumper hit...

 

I've seen that in older DX7 builds on this table.