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#121 DDH69

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Posted 22 May 2024 - 07:30 AM

Just want to ask? Notice DOFlinx while idol using about 7-8% of my cpu? Is this normal. Its not a great cpu only an old Ryzen 1700

Thanks

 

Yes, problem already reported and fixed.  Fix will come out in the next release, no exact date yet, but soon.


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#122 cityskate

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Posted 22 May 2024 - 03:04 PM

I'm having latency with Doflinx in FX. I'll start a new post, but wondering if anyone else is having this? Seems to be working fine in Attack from Mars, but games like Star Wars Rebels, sometimes the doflinx commands get behind, and the solenoids fire 5-10 seconds after they are supposed to. I set debug=2, so I'll have a look at that and put it in a new post.



#123 jtravapd

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Posted 23 May 2024 - 01:57 AM

I'm having latency with Doflinx in FX. I'll start a new post, but wondering if anyone else is having this? Seems to be working fine in Attack from Mars, but games like Star Wars Rebels, sometimes the doflinx commands get behind, and the solenoids fire 5-10 seconds after they are supposed to. I set debug=2, so I'll have a look at that and put it in a new post.

 

I was having the same exact issues with using color roms for the tables.the dmd was like 5 seconds  behind  sometimes. 

 

Some things fixed mine

1) I updated everything as of tonight actually but back then I did the full round of updating b2s, DOFLinx, vpinmame, dmdext, freezy and vpx

 

2)make sure you don't have any forced screens on. For some reason I had my topper on and wanted it on during gaming and it was causing hell. Turning it off fixed my issues. 

 

3)Make sure in pinballFX,  in cabinet servings besides just having DOF turned on. I also had to turn off dot matrix, which will then change to external dmd, and finally I had to turn off backglasses completely. Every time I launched a table, it was launching the normal backglass and the b2s backglass from your direct output folder.

 

It may not seem like alot,but even with a rtx3090 founders edition,  my game could  barely run. The turning off backglass thing I dont remember anyone telling me to do. I found out after hitting alt-tab and seeing them all loaded on my taskbar. 

 

Hope some of that helps. Right now eveything is working for me except , my b2s directb2s backglasses for pinballFX aren't closing when I exit the table for some reason. 



#124 cityskate

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Posted 23 May 2024 - 03:18 PM

 

I'm having latency with Doflinx in FX. I'll start a new post, but wondering if anyone else is having this? Seems to be working fine in Attack from Mars, but games like Star Wars Rebels, sometimes the doflinx commands get behind, and the solenoids fire 5-10 seconds after they are supposed to. I set debug=2, so I'll have a look at that and put it in a new post.

 

I was having the same exact issues with using color roms for the tables.the dmd was like 5 seconds  behind  sometimes. 

 

Some things fixed mine

1) I updated everything as of tonight actually but back then I did the full round of updating b2s, DOFLinx, vpinmame, dmdext, freezy and vpx

 

2)make sure you don't have any forced screens on. For some reason I had my topper on and wanted it on during gaming and it was causing hell. Turning it off fixed my issues. 

 

3)Make sure in pinballFX,  in cabinet servings besides just having DOF turned on. I also had to turn off dot matrix, which will then change to external dmd, and finally I had to turn off backglasses completely. Every time I launched a table, it was launching the normal backglass and the b2s backglass from your direct output folder.

 

It may not seem like alot,but even with a rtx3090 founders edition,  my game could  barely run. The turning off backglass thing I dont remember anyone telling me to do. I found out after hitting alt-tab and seeing them all loaded on my taskbar. 

 

Hope some of that helps. Right now eveything is working for me except , my b2s directb2s backglasses for pinballFX aren't closing when I exit the table for some reason. 

 

 

Thanks, this was actually helpful. Did not fix my problem with the slow solenoids, unfortunately. But I was having the same problem with the backglass. Both the normal backglass and the b2s were displaying. Turning off Backglass in the FX cabinet settings resolved that, and now only the b2s is showing.

 

I am not having any performance issue with the games themselves, only the feedback to the solenoids. The games play flawlessly. I have an AMD RX 6750 XT and it works great. And it is not happening in every game. I just played 4 games of Addams Family and never had the problem. But in the first 15 seconds of South Park, the solenoids get 5-10 seconds behind.



#125 cityskate

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Posted 23 May 2024 - 11:54 PM

So it's definitely not all the tables. doflinx works fine for the Williams tables (Attack, Addams, Rose, etc.). Didn't have an issue with ET, Sorcerer's Lair, some others. Solenoids lagged with Rebels, South Park, Deadpool. Seems like it is related to all games from a publisher. Like, all the Williams games work fine, but the Star Wars games have laggy solenoids.



#126 MAINFRAME

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Posted 24 May 2024 - 05:23 AM

Thank you so much DDH69. You made pinball FX actually enjoyable. I was sticking to FX3 because the sounds were so much better.  Now, with your newest update, Pinball FX is so much better. Thank you for all you do for the hobby and for making up on Zen's shortcomings.



#127 DDH69

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Posted 24 May 2024 - 07:07 AM

 

 

I am not having any performance issue with the games themselves, only the feedback to the solenoids. The games play flawlessly. I have an AMD RX 6750 XT and it works great. And it is not happening in every game. I just played 4 games of Addams Family and never had the problem. But in the first 15 seconds of South Park, the solenoids get 5-10 seconds behind.

 

 

Yes.  I'm working on 2x South Park FX files now.  I've just seen how many bumper flasher messages the table generates - wow its a flood!  I got lag too, but that was with lots of DOFLinx logging.  I'll try it with no logging and see how I go.  V8.06 should help a bit too, V8.05 I managed to chew a bit too much CPU time but now have that more under control.


So it's definitely not all the tables. doflinx works fine for the Williams tables (Attack, Addams, Rose, etc.). Didn't have an issue with ET, Sorcerer's Lair, some others. Solenoids lagged with Rebels, South Park, Deadpool. Seems like it is related to all games from a publisher. Like, all the Williams games work fine, but the Star Wars games have laggy solenoids.

 

Good analysis.  I haven't tackled any of the Star Wars games yet.  Its definitely related to the table and how its sending events, ie the volume and repeating nature of them.  If you have DOFLinx set with any form of logging ie DEBUG= something other than 0 you will make the lag worse.

 

Here's an example from a few minutes ago in South Park, 51 messages in less than a second (0.85 ish) and I was nowhere near the bumpers.  Its the processing time for these that's giving the issue.  They come in faster than this but with logging on it adds time.  I will continue to work on it. We'll get there  :juggle:

 

24-May-24 15:37:30.554 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.570 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.587 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.605 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.622 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.640 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.657 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.675 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.691 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.709 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.725 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.742 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.758 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.775 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.791 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.808 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.833 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.850 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.866 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.876 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.892 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.909 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.926 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.941 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:30.958 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:30.976 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:30.993 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.009 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.026 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.050 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.066 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.083 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.093 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.116 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.126 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.143 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.160 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.176 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.192 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.209 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.226 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.243 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.258 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.276 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.300 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.316 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.333 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.350 * Trigger not found during play = BUMPER_FLASH03
24-May-24 15:37:31.367 * Trigger not found during play = BUMPER_FLASH01
24-May-24 15:37:31.384 * Trigger not found during play = BUMPER_FLASH02
24-May-24 15:37:31.401 * Trigger not found during play = BUMPER_FLASH03

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#128 DDH69

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Posted 24 May 2024 - 07:35 AM

I just played a couple of games of South Park Super Sweet with DEBUG=0 and got no lag.  I'll try and get 8.06 finished over the weekend and uploaded.  I'll be keen to hear how you go with that.

 

I am still working on ways to shave microseconds off the processing loops.  :hmm:  :bar1:


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#129 cityskate

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Posted 24 May 2024 - 12:17 PM

Ah, that makes a lot of sense. Thanks for looking at this. I'm really enjoying the feedback on the tables that work well and looking forward to the updates. I can do any testing you would like, just let me know. 



#130 Saintintn

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Posted 24 May 2024 - 11:26 PM

So, do the FX B2S files need to be named in the typical "Table Number" format?  I noticed theyre still named like the FX3 tables.



#131 DDH69

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Posted 25 May 2024 - 05:22 AM

So, do the FX B2S files need to be named in the typical "Table Number" format?  I noticed theyre still named like the FX3 tables.

 

Keep them with the names they have.  I don't use the table numbers, just the names I assign making them a bit more human readable.  You will notice the table.directb2s file name matches the table.FX file


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#132 thenewguy1979

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Posted 26 May 2024 - 04:48 PM

Seem to get Backglass up and running but no SSF. FX3 is working with SSF. Added line ssf_enabled=1 but still no go. Someone please help. 


Edited by thenewguy1979, 26 May 2024 - 04:49 PM.


#133 Garyl38

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Posted 27 May 2024 - 05:34 AM

Im no expert by far but have you added the other 2 lines in? SSF_DEVICE=-1 (for default sound device) and SSF_SOUND_PATH= (where your .FX files located think a \ is needed at the end) And copy over the bass.net.dll file. Think that got mine running

#134 cityskate

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Posted 27 May 2024 - 07:33 PM

I just played a couple of games of South Park Super Sweet with DEBUG=0 and got no lag.  I'll try and get 8.06 finished over the weekend and uploaded.  I'll be keen to hear how you go with that.

 

I am still working on ways to shave microseconds off the processing loops.  :hmm:  :bar1:

 

Success! You have done it my friend. I've updated to 8.06, added the new FX and B2S files. Just played Southpark for an hour and had no issues at all. No solenoid lag at all. Thank you so much! With your help and others from the community, I'm getting my cab dialed in. Thinking about my next set of upgrades. 

 

EDIT: Just played Rebels, Xena, Knight Rider, Deadpool. They were all perfect.  :otvclap:


Edited by cityskate, 27 May 2024 - 08:06 PM.


#135 thenewguy1979

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Posted 31 May 2024 - 06:01 PM

Got SSF working now. Was missing the 2 lines that was mentioned. Thanks.

 

Will we see this being adopted for Pinball M in the future? Thanks a bunch. 



#136 Bla1ze

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Posted 01 June 2024 - 12:12 AM

Does anyone know if running the backglasses is a requirement for additional SSF sounds? I installed DOFLinx and when I load up FX tables, there's a clear difference between DOFLinx running and not running. I'm just wondering if I'm missing out on anything extra by NOT having the backglasses currently working. I'm also still trying to figure out why they're not working.


Edited by Bla1ze, 01 June 2024 - 12:14 AM.


#137 Meatballsaucey

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Posted 01 June 2024 - 03:09 AM

I am having an issue with no SSF sounds on Fish Tales and Indiana Jones.

I have a sneaking suspicion it is because I am using the rom colorization on those two tables.

All others work great.

 

Can anyone with ROM colorizations confirm they are getting SSF playback with colorizations active? TYIA



#138 DDH69

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Posted 01 June 2024 - 04:57 AM

I am having an issue with no SSF sounds on Fish Tales and Indiana Jones.

I have a sneaking suspicion it is because I am using the rom colorization on those two tables.

All others work great.

 

Can anyone with ROM colorizations confirm they are getting SSF playback with colorizations active? TYIA

 

Should not matter.  V8.06 does occasionally skip the game startup message which will cause this .... working on it.


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#139 DDH69

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Posted 01 June 2024 - 11:28 PM

Will we see this being adopted for Pinball M in the future? Thanks a bunch. 

 

Still concentrating on getting PinballFX right at present.  I have not discussed this with Zen at all.  In fact I haven't even had time to run up Pinball M myself yet!


Does anyone know if running the backglasses is a requirement for additional SSF sounds? I installed DOFLinx and when I load up FX tables, there's a clear difference between DOFLinx running and not running. I'm just wondering if I'm missing out on anything extra by NOT having the backglasses currently working. I'm also still trying to figure out why they're not working.

 

Running the backglasses is not a requirement for anything else.  Its simply another addition that makes your cabinet more like the real thing.


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#140 LemzMike

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Posted 09 June 2024 - 08:23 PM

Hello !

 

I just add the script lines for SSF in the ini files  ... and it works GREAT !

 

A BIG BIG BIG THANKS to DDH69 !!!!  :otvclap:  :love39:

 

But... the SSF sound volume is so high than the pincab nudge alone when the ball touch the bumpers !!!  :shok:

 

How can I do to reduce the SSF volume ??

 

Thank you !