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Dev thread: Road to DX9


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#1341 mfuegemann

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Posted 15 March 2014 - 10:40 PM

Hi mukuste,

 

placing decals on the backdrop is a convenient way to avoid viewing angle dependent deformation of the picture. I use it to place lamps onto the back wall, as it is otherwise quite difficult.

 

Regards

Michael



#1342 slashbot

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Posted 15 March 2014 - 10:56 PM


Maybe a stupid question, but the frame limiter eveyone is talking about is this the vsync setting where u can set the max frames u like into it?

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#1343 chinzman93

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Posted 16 March 2014 - 02:57 AM

Maybe a stupid question, but the frame limiter eveyone is talking about is this the vsync setting where u can set the max frames u like into it?

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Under Preferences....Go to Video Options....Then in the Text box for Adaptive V-Sync change it to the number of FPS you want to limit at.....I use 120.



#1344 Arcade4

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Posted 16 March 2014 - 03:26 AM

While we are asking stupid questions ;)

Why does everyone want to limit FPS?

Why would more, not be better?

I am only asking out of curiosity, as all my tables seem smooth as silk with the default 0 setting.



#1345 The Loafer

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Posted 16 March 2014 - 03:30 AM

Its not a stupid question slashbot.  although I understand its function, I'm leery of playing with it (even though I am ;)) because of how it added smoothness before to 9.2.1, but at the detriment of some lag in flipper physics.  I've followed Jimmy's lead and have set mine to 600 and everything seems to be playing well, no apparent flipper lag added, I know part of that reason is how DX9 fits into all this.  Just messing with it gingerly, as everything seems to work maybe the same with it set to 0 (but more testing required ;) )


Arcade4: this is probably wrong, but my understanding is that the idea is not to cut frames but to cut moments when the engine is waiting for something else to finish. It's these "gaps" that can cause stutter.

 

er... is that correct?  :)



#1346 mfuegemann

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Posted 16 March 2014 - 05:37 AM

Hi,

 

@Arcade4:

My graphics card goes ballistic if it has to render 1600 fps. The noise and the power consumtion are immense. If limited to 120 or 300 fps the table still runs really smooth and my system stays cool and quite.

 

@mukuste:

The height information for the backdrop-decal can be set by assigning a (playfield) object to the "surface" property of the decal. Even then only active objects (droppable walls, primitives) are drawn over the backdrop decal in DX7 if they are above the decal. Maybe this is an error in DX7 too.

 

By the way, it would be great if You could fix this, as it is really hard to find a way around this for my JY.

 

Regards

Michael


Edited by mfuegemann, 16 March 2014 - 05:38 AM.


#1347 krille81

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Posted 16 March 2014 - 08:24 AM

Test what setting is the best for your system,i have my vsync set to 119mhz thats the best for me i got small flicker on the ball on 120, 119 nothing, and smooth as butter :)


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#1348 unclewilly

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Posted 16 March 2014 - 11:53 AM

I've been following this thread and testing the new builds. It seems to me as if the bugs are getting fewer and fewer with each tes.
Are we far off from a finalized version with the dx9. Renderer?

I'm not rushing or anything, just trying to get a general idea of approximate timeframe.
I'm planning to do major updates to all my tables but I'd prefer to wait and do the updates with dx9 compatibility.

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#1349 luvthatapex

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Posted 16 March 2014 - 12:52 PM

Test11 gives me an out of memory error as soon as I run it on my cab. It works fine on my dev desktop, which is the same chipset/video.

The big difference is the cab has ledwiz.

 

config. windows xp svc pack 3, intel e5800 3.2ghz, video = nVidia 2gb main card (playfield/backglass) and 1gb dmd screen.

 

vp 9.2.1 latest build runs no problem on the cab and other test versions of dx9 worked fine.

 

Ideas?



#1350 DJRobX

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Posted 16 March 2014 - 02:52 PM

with dx9 getting fixed I would upgrade to W7 

And dx10 getting worked on in the future..

 

Agreed - So, I installed win 8.1 in a second partition.   VP9 DX9 runs faster,  goes from about 550fps to 650fps on MonsterBash PCKiller.    It also is smoother and more stable.    Of course, I can't just get a wholesale improvement without creating new headaches (HyperPin now takes forever to load - from less than 3 seconds to about 40 seconds).  The most interesting "new glitch" I got after I installed the latest WHQL 335.2 Nvidia driver:

 

If I'm running Hyperpin AND I press F11 to read the FPS, VP goes *super slow*.    The ball becomes very jerky and my frame rate drops to 40fps.   If I shut the F11 display off, the ball resumes its normal smoothness and shot accuracy is good.   It does not do this if Hyperpin isn't running.    This also doesn't happen with the Nvidia driver included in 8.1 (Oct 2013), only with the newer driver.      Some other people had reported issues that they only see under Hyperpin so I thought this was interesting.



#1351 ringorian

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Posted 16 March 2014 - 03:17 PM

So maybe time to use pinballx ?

#1352 LoadedWeapon

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Posted 16 March 2014 - 03:55 PM

Not to get off subject but..

Weird cause hyperpin is super fast boot and load but i did just switch to pinballX so i can just leave my cab on and have music and dmd videos.. Hyperpin is faster but has a memory leak in W7 and over a few hrs will lock down..

 

with dx9 getting fixed I would upgrade to W7 

And dx10 getting worked on in the future..

 

Agreed - So, I installed win 8.1 in a second partition.   VP9 DX9 runs faster,  goes from about 550fps to 650fps on MonsterBash PCKiller.    It also is smoother and more stable.    Of course, I can't just get a wholesale improvement without creating new headaches (HyperPin now takes forever to load - from less than 3 seconds to about 40 seconds).  The most interesting "new glitch" I got after I installed the latest WHQL 335.2 Nvidia driver:

 

If I'm running Hyperpin AND I press F11 to read the FPS, VP goes *super slow*.    The ball becomes very jerky and my frame rate drops to 40fps.   If I shut the F11 display off, the ball resumes its normal smoothness and shot accuracy is good.   It does not do this if Hyperpin isn't running.    This also doesn't happen with the Nvidia driver included in 8.1 (Oct 2013), only with the newer driver.      Some other people had reported issues that they only see under Hyperpin so I thought this was interesting.

 



#1353 luvthatapex

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Posted 16 March 2014 - 05:18 PM

so nobody running XP has seen this out of memory error?

 

Test11 gives me an out of memory error as soon as I run it on my cab. It works fine on my dev desktop, which is the same chipset/video.

The big difference is the cab has ledwiz.

 

config. windows xp svc pack 3, intel e5800 3.2ghz, video = nVidia 2gb main card (playfield/backglass) and 1gb dmd screen.

 

vp 9.2.1 latest build runs no problem on the cab and other test versions of dx9 worked fine.

 

Ideas?



#1354 arngrim

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Posted 16 March 2014 - 05:20 PM

Thx frank for wooly fix, didn't understand the solution directly

#1355 DJRobX

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Posted 16 March 2014 - 05:39 PM

 

so nobody running XP has seen this out of memory error?

 

 

No, I haven't gotten any out of memory errors in XP.  I have 4GB RAM (only 3gb addressable in 32 bit mode), a 1GB playfield card.   How much RAM do you have?  It sounds like some tables are pushing the memory usage over 2gb (Mukuste fixed a compile option to allow more than 2gb which fixed memory issues for some).  I also use DOF/B2S

 

 

So maybe time to use pinballx ?

 

Yeah I've already started to look into that.    It's lightning fast by comparison.    I just wish I understood what was making HyperPin load so slowly.    Always something with this cab, LOL! 


Edited by DJRobX, 16 March 2014 - 05:43 PM.


#1356 luvthatapex

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Posted 16 March 2014 - 05:44 PM

 

 

so nobody running XP has seen this out of memory error?

 

Test11 gives me an out of memory error as soon as I run it on my cab. It works fine on my dev desktop, which is the same chipset/video.

The big difference is the cab has ledwiz.

 

config. windows xp svc pack 3, intel e5800 3.2ghz, video = nVidia 2gb main card (playfield/backglass) and 1gb dmd screen.

 

vp 9.2.1 latest build runs no problem on the cab and other test versions of dx9 worked fine.

 

Ideas?

 

 

No, I haven't gotten any out of memory errors in XP.  I have 4GB RAM (only 3gb addressable in 32 bit mode), a 1GB playfield card.   How much RAM do you have?  It sounds like some tables are pushing the memory usage over 2gb (Mukuste fixed a compile option to allow more than 2gb which fixed memory issues for some).  I also use DOF/B2S

 

 

I have 3GB of system ram, and 2 video cards. Everything works perfectly in vp 9.2.1 and the latest betas. I have 300 tables configured with hyperpin and 1/2 of them with the ledwiz flashers.

 

Its just this dx9-test11 that caused it on every table. The tables load and start to run then bam, out of memory error. Every table. Very strange.



#1357 mukuste

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Posted 16 March 2014 - 06:21 PM


I have 3GB of system ram, and 2 video cards. Everything works perfectly in vp 9.2.1 and the latest betas. I have 300 tables configured with hyperpin and 1/2 of them with the ledwiz flashers.

 

Its just this dx9-test11 that caused it on every table. The tables load and start to run then bam, out of memory error. Every table. Very strange.

 

 

That's weird. Did it work in Test10? Because that was the last time I really changed something memory-related, the LAA flag.

 

Can you quote the exact error message?


Edited by mukuste, 16 March 2014 - 06:43 PM.


#1358 jpsalas

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Posted 16 March 2014 - 06:41 PM

I did have the out of memory error in test11, but the error was mine :) I was running the table at full screen and not windowed (full screen) :) So luvthatapex, try setting to that windowed (full screen) and I guess it will be fine.


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#1359 mfuegemann

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Posted 16 March 2014 - 07:05 PM

Hi,

 

would it be possible to implement that "Windowed Fullscreen" mode into the official VP921 version? This would save lots of problems, I think, switching between the two builds.

 

Regards

Michael



#1360 mukuste

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Posted 16 March 2014 - 07:24 PM

I think VP 9.2.1 already detects if windowed fullscreen has been enabled and goes to fullscreen mode appropriately? Toxie made some change related to that a few weeks ago. Personally I haven't contributed to VP 9.2.1, so I can't make a reliable statement about that.