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Dev thread: Road to DX9


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#1321 DreamTrap

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Posted 15 March 2014 - 07:50 AM

all the tables that i can play have no stutter i'm using 3 screen cabinet 1 vid card powers playfield and 1 powers dmd + backglass both are gtx 460 B2S always on, windows 7 64x.


Edited by DreamTrap, 15 March 2014 - 07:52 AM.

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#1322 ClarkKent

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Posted 15 March 2014 - 08:42 AM

all the tables that i can play have no stutter i'm using 3 screen cabinet 1 vid card powers playfield and 1 powers dmd + backglass both are gtx 460 B2S always on, windows 7 64x.

Which driver version?



#1323 BuckoBundy

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Posted 15 March 2014 - 08:59 AM

I set the "StartRamp" object in Apollo 13 back to the default values and balls launched without a problem. It also didn't crash on me after making that change, like it did before.



#1324 DreamTrap

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Posted 15 March 2014 - 10:36 AM

 

all the tables that i can play have no stutter i'm using 3 screen cabinet 1 vid card powers playfield and 1 powers dmd + backglass both are gtx 460 B2S always on, windows 7 64x.

Which driver version?

 

video card? 335.23


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#1325 ClarkKent

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Posted 15 March 2014 - 11:13 AM

I made a lot of tests today and these are my findings:

 

To my way of thinking the ball stutter with dB2S must have something to do with the backglasses themselves (like how they are made). It could be that there is also some power draining bug in the server but I can't tell that.

 

Scared Stiff has a relatively complex dB2S backglass with the rotating spider - but it has almost NO impact on performance (period is 4,5 max!!!). Even if there are many flashers and lights at once (on table AND backglass) - NO impact on performance! Not even a slight one.

 

Same with Elvira And The Party Monsters - a lot going on on the backglass but no impact on performance.

 

Also no problems with TOTAN (latest beta with regular dB2S) or Bad Cats (animations AND lights on the backglass).

 

Save Cracker has also no problems but period is about 15 max - but I noticed if period is under 20 max there is no visible impact on performance and no stutter. That's the reason why the alternative new backglass for STTNG does not cause heavy stutter as period average 14 (only on rare occasions is over 20). Almost the same behavior as on STTNG is on Monster Bash.

 

Champion Pub (latest version of both table and backglass) only shows ball stutter when hitting the fighter (period is about 28 max). But I do not understand - there is only one light flashing in the backglass in the middle of the fighters. Nothing else going on.

 

So my conclusion is that I think it's the way the author is doing the backglass. Maybe there are some no-goes or any other design problems that causes the strange stutter on some backglasses.

 

Maybe Herweh can have a look at this?



#1326 DreamTrap

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Posted 15 March 2014 - 11:15 AM

test 11 didn't help with my safec and getaway still crash problem...i have a feeling it's got something to do with the db2s too.


Edited by DreamTrap, 15 March 2014 - 11:41 AM.

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#1327 luvthatapex

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Posted 15 March 2014 - 12:40 PM

 

 

i have an issue with wrath of olympus
 
http://www.vpforums....s&showfile=6855
 
when you activate the flippers, the flipper area behind the flippers becomes black
 
attachicon.gifSans titre.png

 
Unlock the RFR and LFR black lights and move then below the visible screen area and its fixed. These are not necessary anymore.

 


i selected them, press draw in front but i still have the issue

 

See above ... you have to move them off the table, like 6 inches down below the apron off the table so they are not on the table. They are not needed. If you remove them, you have to modify the script, so just drag them OFF the table.



#1328 BananaBoat

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Posted 15 March 2014 - 12:54 PM

Just noticed that the area surrounding homers head in the simpsons pinball party is showing up as a black rectangle.

 

i'd attach a pic but cant for the life of me work out how to attach it !

 



#1329 DreamTrap

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Posted 15 March 2014 - 01:09 PM

Just noticed that the area surrounding homers head in the simpsons pinball party is showing up as a black rectangle.

 

i'd attach a pic but cant for the life of me work out how to attach it !

 

click more reply options the add attachment thing will show up


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#1330 Horrible

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Posted 15 March 2014 - 01:25 PM

Just noticed that the area surrounding homers head in the simpsons pinball party is showing up as a black rectangle.

 

i'd attach a pic but cant for the life of me work out how to attach it !

 

 

 

BananaBoat

 

Check this out:

http://www.vpforums....=47#entry257164

 

H


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#1331 gtxjoe

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Posted 15 March 2014 - 01:40 PM

Test11:
Testing feedback (playing with vsync = 0) 
Testing directly from VP (no Hyperpin or Pinballx)
No playability issues for me
 
UPdated to Nvidia driver 335.23 test11
STTNG -Some additional DB2S testing with vsync = 0
STTNG with 7705 backglass - FPS 370
STTNG with LW backglass - FPS 420
STTNG no db2s - FPS 470
 
Apollo 13 table - Also confirm unmodified ramp now working with test11 
WOOLY - Also confirm moving LFr and RFr fixes issue.  IF you zoom in you can click on the top inside corners to unlock and move
 
Getaway FS melon 1.01. Using dB2S. (http://www.vpforums....s&showfile=9377)
VP crashed once when attempting to Start table. Could be a random crash.  Worked fine next 4 games
Two games - no crash
Edit:  From PinballX, encounter 1 crash at start and 1 started fine
 
Safecracker FS Herweh vp915 1.01_FS (http://www.vpforums....s&showfile=8543)
1st game crashed after about 2 min of gameplay.  No issues for next 3 games
Updated to DB2S 1.1 from dozer.  Two games - no crash
 
The Simpsons Pinball Party
Black around Homer head.  See solution in row 22 of the DX9 table compatibility -Link avail on download post or my sig
 
I did notice that the LED board is still not working as previously reported but it now looks like it has dust all over it.  (Dust started in test10)
Hmm, 9.2.1 rev 922 has similar dust issue.  Maybe this is legacy issue or due my Nvidia driver change.

Edited by gtxjoe, 15 March 2014 - 01:46 PM.


#1332 DJRobX

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Posted 15 March 2014 - 03:19 PM

 

We should make a small survey here: People experiencing slowdowns when using certain dB2S backglasses - do you have 2 or 3 screens, if 3 screens then 1 or 2 graphics cards and which one? I think this would help to isolate the problem.

 

 

I experimented with moving my backglass to different video cards.   The slowest combination was my original config through a second GTS 240 video card.    The onboard IGP and using my primary GTX 650ti were about the same speed, however, the "Bad" B2Ses are still making a significant performance impact, shooting max frame times above 16ms where it's closer to 4 with the B2S disabled.   I know the 2nd PCIe slot on my mainboard is only a PCIE x4, so that's probably resulting in slow memory transfers. 

 

I'd be curious to see if the render times are lower when used with the DX7 build (I was seeing 50ms in some cases with my original 2 card config, where the DX7 still is able to play smothly), but unfortunately the DX7 build doesn't have that max time statistic on the F11 display.  



#1333 ClarkKent

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Posted 15 March 2014 - 04:01 PM

Ok guys, please call me a fool! I found the solution for all slowdowns when using dB2S: My backglass-server was not set to exe mode! I always thought that the exe mode is the default value so I never payed attention to this option!! Man, I feel really stupid now! ;)

With the server set to exe mode all period max values are around 4,5 now. In STTNG, AFM, Champion Pub - all is back to normal.

So no separate graphic card required, no more performance problems.

Sorry for the false alarm!

#1334 mfuegemann

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Posted 15 March 2014 - 04:07 PM

Hi mukuste,

 

I found some odd behaviour within the DX9 version (tested with 7-11):

 

- Decals, placed on the Backdrop are always drawn over playfield objects. This was not the case in VP9 (see the crane primitive in the picture)

- Backdrop lights are always drawn over Decals. In VP9 You could use transparent decals over lights (see "Window Shopping" in the pictures).

- The metal texture of the chain primitives are less shiny in DX9 (the ball is a VP-ball)

 

If You want, I can compile a test table for You.

 

Regards
Michael
 

Attached Files


Edited by mfuegemann, 15 March 2014 - 04:07 PM.


#1335 LoadedWeapon

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Posted 15 March 2014 - 04:19 PM

:otvclap:  :bar3: So did your FPS go up any?

Ok guys, please call me a fool! I found the solution for all slowdowns when using dB2S: My backglass-server was not set to exe mode! I always thought that the exe mode is the default value so I never payed attention to this option!! Man, I feel really stupid now! ;)

With the server set to exe mode all period max values are around 4,5 now. In STTNG, AFM, Champion Pub - all is back to normal.

So no separate graphic card required, no more performance problems.

Sorry for the false alarm!


Edited by LoadedWeapon, 15 March 2014 - 04:19 PM.


#1336 ClarkKent

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Posted 15 March 2014 - 05:02 PM

I did not try as I set sync to 240 fps. :)

#1337 arngrim

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Posted 15 March 2014 - 05:56 PM

Ok guys, please call me a fool! I found the solution for all slowdowns when using dB2S: My backglass-server was not set to exe mode! I always thought that the exe mode is the default value so I never payed attention to this option!! Man, I feel really stupid now! ;)

With the server set to exe mode all period max values are around 4,5 now. In STTNG, AFM, Champion Pub - all is back to normal.

So no separate graphic card required, no more performance problems.

Sorry for the false alarm!

I thoughti mentioned it already, to have exe mode, that's why i didn't insist

#1338 DJRobX

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Posted 15 March 2014 - 06:08 PM

EXE mode doesn't make a difference in my case.   I'm on XP though, when I was running Win7 I never saw B2S make such impacts as they do since downgrading to XP (even in the DX7 build).   I'm probably going to try to set up a dual boot this weekend so I can compare performance.    



#1339 LoadedWeapon

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Posted 15 March 2014 - 06:47 PM

with dx9 getting fixed I would upgrade to W7 

And dx10 getting worked on in the future..



#1340 mukuste

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Posted 15 March 2014 - 08:40 PM

All the technical information here with regards to stutter etc is quite valuable. Probably all of this should be compiled in some sort of FAQ as the DX9 build progresses. I still wonder where is the best place to host such stuff.

 

 

@mfuegemann: Hm, I see. I made backglass elements draw over the table quite a while ago; for instance, this fixed the Homer head on TSPP, which was otherwise invisible, and also all the tiles on Terminator 2 Chrome. I don't quite understand where the depth information should come from on a backglass element to make it draw behind a table element. What is the actual reason these things were placed on the backglass instead of on the table itself?


Edited by mukuste, 15 March 2014 - 08:42 PM.