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Dev thread: Road to DX9


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#1961 Carny_Priest

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Posted 26 April 2014 - 07:32 PM

One more tip - always,always just go ahead and check "Run this program as an administrator" under Properties/Compatibility

 

I was getting the HRESULT 88760868 D3D error since rev980 even though I was running in windowed mode (I don't think there is any other option now) and only for tables where I had at some point B2S.Server enabled. If I had never enabled B2S.Server the table would play fine.

 

Checking run as administrator was the fix. I did not need to check this in the versions prior to rev980.

 

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NVIDIA Quadro FX 880M driver 334.95

Windows 7 x64

 

Had to update to the DX9 builds after upgrading to the performance graphics driver because of issues with the rendering of different layers on the playfield with 9.21. Just using my laptop as a test bed to figure out my cabinet build, but the latest table mods with flasher objects look and play wonderfully. Going to have to try the new physics version now!

 

Thanks all.



#1962 sigma415

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Posted 26 April 2014 - 09:50 PM

@garath: Thank you, merci, this solved my problem :-)

 

 

Great, thanks a lot for the RC1 :otvclap:

is there already a solution for lower part of playfield getting black after some seconds in Hook table ? (already mentioned earlier in this thread)

 

I have a solution : 

in the script, locate the line where there are "GiB1", "GiB2", "GiB3", "GiB4" and delete these values (do not delete the line).

The lower part will not be black any more, tell me if it's work.

 


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Like to create Real DMD Videos for PinballX: Tommy The Pinball Wizard (Data East 1994).gif

 


#1963 DJRobX

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Posted 27 April 2014 - 12:43 AM

 

I was getting the HRESULT 88760868 D3D error since rev980 even though I was running in windowed mode (I don't think there is any other option now) and only for tables where I had at some point B2S.Server enabled. If I had never enabled B2S.Server the table would play fine.

 

 

I haven't mentioned this yet as the lack of handling for this code has been on the list of "known issues" but if I hibernate / sleep my cab and wake it up while VP is running, this also causes a D3D_DEVICELOST (88760868).    


Edited by DJRobX, 27 April 2014 - 12:45 AM.


#1964 tipoto

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Posted 27 April 2014 - 06:32 AM

I already talked about this before, but I have an issue with the AA on VP DX9.

I'd like to update T2_CE for VP DX9, but before doing anything, I would like to disable the AA on the render, but it seems that it's not possible! FXAA is set to 0 though, and AntiAliasing is not available but is set to 0 too by default, I even tried to disable all the AA options in the global settings (except the ball which I need), but the render is still blurred anyway. I guess it has something to do with the way VP DX9 displays the EMReels.

Any thought on how I could get the same render as VP9.21 and make sure everybody get a render with no AA when they play this specific table?

 

Thank you.



#1965 mukuste

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Posted 27 April 2014 - 07:22 AM

 

 

I was getting the HRESULT 88760868 D3D error since rev980 even though I was running in windowed mode (I don't think there is any other option now) and only for tables where I had at some point B2S.Server enabled. If I had never enabled B2S.Server the table would play fine.

 

 

I haven't mentioned this yet as the lack of handling for this code has been on the list of "known issues" but if I hibernate / sleep my cab and wake it up while VP is running, this also causes a D3D_DEVICELOST (88760868).    

 

 

Handling lost devices is quite tricky, it means deleting all textures, vertex buffers, etc, then resetting the device, then recreating all those resources. Obviously VP was never designed with that in mind since it wasn't needed in DX7, so it would be a big effort to implement this.

 

 

I already talked about this before, but I have an issue with the AA on VP DX9.

I'd like to update T2_CE for VP DX9, but before doing anything, I would like to disable the AA on the render, but it seems that it's not possible! FXAA is set to 0 though, and AntiAliasing is not available but is set to 0 too by default, I even tried to disable all the AA options in the global settings (except the ball which I need), but the render is still blurred anyway. I guess it has something to do with the way VP DX9 displays the EMReels.

Any thought on how I could get the same render as VP9.21 and make sure everybody get a render with no AA when they play this specific table?

 

Thank you.

 

It must be due to how the reels are rendered. In the DX7 versions, they were blitted to the screen as bitmaps and so always kept their exact size and were pixel-perfect. In DirectX 9, there is no such feature, so they have to be rendered as textured rectangles. This means that if you get the coordinates or sizes even slightly wrong, texture filtering will mess with your pixels and cause a blurring which looks like antialiasing. One problem is also that the VP coordinates for the backdrop are not screen coordinates, but some arbitrary units, so there's no telling where the pixel boundaries are.

 

I guess it's too late to change this for 9.9.0 since it's quite tricky to get right. What would be needed, IMO, is a test table with some reels which use an image with a 1x1 pixel checkerboard pattern. This way we would see immediately where texture filtering messes with the reels.


Edited by mukuste, 27 April 2014 - 07:24 AM.


#1966 PilzTom

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Posted 27 April 2014 - 10:46 AM

Flickering Ramps and ball:

Some posts ago somebody asked how to disable MSAA because this was mentioned several times as known issue. Also there was a change in RC1 "MSAA disabled".

Is till have this flickering issues (Tested with TOTAN Classic FS and MM 2.3 FS (JP). It seems it doesn't matter which settings I use in Nvidia control panel - the flickering rate chages but it does not disappear.

It seems it is also frame-rate-dependend. Playing with frame limiter laso changes flickering rate. I tried tons of combinations of settings now without success. Best result I get with limiter set to 1 (vsync) then the flickering rate is very high - playable but ugly.

Only the semi-transparent parts flicker and the ball (as I learned there is some transparency here too to simulate PF reflection).

Flickering is not there when using FXAA (Nvidia, not VP). But the picture quality is much better with 16xQ CSAA.

Have I missed any setting in previous posts about that or anyone has an idea?


Currently building playing a low-cost cab: 39''/27''/15''

System: Intel Core i5-4570, Asus P8Z77-M, 8GB, EVGA GTX650 Ti Boost 1GB, Win10 Pro x64 , 3 screen setup


#1967 bha19

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Posted 27 April 2014 - 11:51 AM

I think I have given up on Popeye for now but I did get TZ to work and it plays great so thanks for all your hard work.



#1968 connorsdad

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Posted 27 April 2014 - 12:39 PM

Quick post to say thanks to mukuste for all his hard work, and thank you to all you testers. Great job, it runs so much smoother than regular vp9. Thank you :)

Sent from my SM-N9005 using Tapatalk


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#1969 webslinger2203

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Posted 27 April 2014 - 01:54 PM

I hope this becomes the final release for DX9. I think the developers did an amazing job and their efforts for vp9 as a whole have been nothing less than stellar. As far as table issues that still linger, table authors should update if they want fixed done to their tables. Im having minimal glitches on certain tables and I am ok with it. Most glitches I can go to the spreadsheet and resolve. Thank you to everyone for making this community a success.

#1970 zany

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Posted 27 April 2014 - 03:37 PM

Love the RC1 version!
Found a minor issue with the plunger graphics in ie. TOTAN 3.4, where it not follows the plunger itself.
Awesome work!!!



#1971 BlackPredator72

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Posted 27 April 2014 - 05:32 PM

Can someone with good hardware make a screenshot of his video options ? Best graphics but smooth gameplay.


43327.png?1581090420

 


#1972 DJRobX

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Posted 27 April 2014 - 05:35 PM

 

Handling lost devices is quite tricky, it means deleting all textures, vertex buffers, etc, then resetting the device, then recreating all those resources. Obviously VP was never designed with that in mind since it wasn't needed in DX7, so it would be a big effort to implement this.

 

 

I suspected as much.   Thanks for confirming.  In my local VP copy I have this hacked to simply exit VP silently, which solves the problem, the cab goes back to the wheel when it wakes up, which is fine.

 

Given that people use VP in cab environments where dialogs popping up a parties isn't fun ("oh crap get the keyboard!"), perhaps we could consider an option to suppress error pop ups now that VP DX9 is no longer going to be a test?   I'd be happy to implement and submit this but I also respect that you want a feature freeze.



#1973 Argo

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Posted 27 April 2014 - 06:36 PM

@PilzTom: did you try SweetFX?

http://www.vpforums....showtopic=27131



#1974 mukuste

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Posted 27 April 2014 - 06:54 PM

Flickering Ramps and ball:

Some posts ago somebody asked how to disable MSAA because this was mentioned several times as known issue. Also there was a change in RC1 "MSAA disabled".

Is till have this flickering issues (Tested with TOTAN Classic FS and MM 2.3 FS (JP). It seems it doesn't matter which settings I use in Nvidia control panel - the flickering rate chages but it does not disappear.

It seems it is also frame-rate-dependend. Playing with frame limiter laso changes flickering rate. I tried tons of combinations of settings now without success. Best result I get with limiter set to 1 (vsync) then the flickering rate is very high - playable but ugly.

Only the semi-transparent parts flicker and the ball (as I learned there is some transparency here too to simulate PF reflection).

Flickering is not there when using FXAA (Nvidia, not VP). But the picture quality is much better with 16xQ CSAA.

Have I missed any setting in previous posts about that or anyone has an idea?

 

Really the only thing which I know to cause what you describe is multisampling (MSAA). VP itself will not enable it anymore now, but it can still be enabled from the Nvidia control panel. So make double and triple sure that in your NVCP the Antialiasing Mode is set to Off or Application Controlled for the VP executable.

 

 

 

 

Handling lost devices is quite tricky, it means deleting all textures, vertex buffers, etc, then resetting the device, then recreating all those resources. Obviously VP was never designed with that in mind since it wasn't needed in DX7, so it would be a big effort to implement this.

 

 

I suspected as much.   Thanks for confirming.  In my local VP copy I have this hacked to simply exit VP silently, which solves the problem, the cab goes back to the wheel when it wakes up, which is fine.

 

Given that people use VP in cab environments where dialogs popping up a parties isn't fun ("oh crap get the keyboard!"), perhaps we could consider an option to suppress error pop ups now that VP DX9 is no longer going to be a test?   I'd be happy to implement and submit this but I also respect that you want a feature freeze.

 

I'm sure cab users would appreciate that. I want to keep 9.9.0 frozen so that we can release it really really soon now, but feel free to submit such features at any time and they'll make it into whatever the next official release after that is called.



#1975 tipoto

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Posted 27 April 2014 - 07:14 PM

 

I guess it's too late to change this for 9.9.0 since it's quite tricky to get right. What would be needed, IMO, is a test table with some reels which use an image with a 1x1 pixel checkerboard pattern. This way we would see immediately where texture filtering messes with the reels.

 

 

T2 Chrome uses 1x1 pixel textures, it's why you are supposed to play it at 1920 x 1080, since it was the size of my output render in my 3D software.



#1976 DJRobX

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Posted 27 April 2014 - 10:32 PM

So I played TZ  with RC1 today, but when I got super skill shot and sent the ball up the ramp it did not go back to the plunger. Is this a bug?

 

Which TZ?  Was the ball stuck in mid-air?  

 

 

Have I missed any setting in previous posts about that or anyone has an idea?

 

I was helping out someone else with their cab, who had this same problem.   I also had him verify that all the nvidia enhancements were off, and that the AA options in VP were turned off.  I confirmed that the table AA was also disabled.     He was using the latest Nvidia driver on Win7 with a GeForce 560Ti 2GB.    I suggested trying an older nVidia driver but I haven't heard if it solved the problem or not, you might try that.  



#1977 woodsy15

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Posted 28 April 2014 - 01:52 PM

NOt sure if this is anywhere yet, 9.2.1 on AFM Night mod I get 700+ FPS, with RC1 I get 1504 FPS.  Is this normal or expected ?  Cheers



#1978 DJRobX

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Posted 28 April 2014 - 05:07 PM

NOt sure if this is anywhere yet, 9.2.1 on AFM Night mod I get 700+ FPS, with RC1 I get 1504 FPS.  Is this normal or expected ?  Cheers

 

9.9RC1 is significantly faster in most cases, so yes, it's expected.   It does, however, also indicate that you have not set the frame limiter in the video options to 120.   Setting it to 120 provides smoother game play. 



#1979 RYSr

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Posted 28 April 2014 - 05:31 PM

Just installed Win7 64bit in my new PC for my Cab.

When I execute the Dx9.exe I get an error can't find file D3DX9_35.dll. I searched the windows directory and only find a D3D9.dll.

On my XP system I find D3DX9_24 through D3DX9_43 in the system32 directory.

 

VP 921 loads and runs OK

 However when I loaded 9.2.1 full version I got an error about a missing file in the cab file or bad network connection. I didn't have a network connection while it was in the while it is in the cabinet. I then tried loading ver 920 full and that works with no error then I copied the 921 minimum files and it works OK. Strange... does 932 full install need a active network connection?

 

I want to run Dx9 and the physmod versions, help....


Edited by RYSr, 28 April 2014 - 05:32 PM.


#1980 mukuste

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Posted 28 April 2014 - 05:40 PM

For the D3DX9_35.dll file, you need to do a full install of DirectX 9 and restart your PC:

 

http://www.microsoft...s.aspx?id=34429