New Release D3D9Client Development

DaveS

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I get the same thing here, now that I had a chance to check the latest D3D9Client version out. I suspect it might have something to do with this: "Vertex data is now packed more tight. Memory and bandwidth has reduced from 48 bytes per vertex down to 24".
 

jarmonik

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Interesting problem with the latest build of the D3D9 Client. Orbiter_ng (v47) won't load successfully any longer. Who knew a GTX970 isn't compatible with D3D9? LOL

It must be. There is likely a problem in hardware detection. Could you check what the "VertexDeclCaps.........:" reads in the D3D9ClientLog.html located in /Modules/D3D9Client/ (it is line 57 in my case).

I made a new build that will ignore the line causing problems.
 
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DaveS

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Here's what VerexDeclCaps reads for my GTX970: VertexDeclCaps.........: 0x30F
 

jarmonik

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Here's what VerexDeclCaps reads for my GTX970: VertexDeclCaps.........: 0x30F

4 vertex formats are missing. Either there is a bug in a drivers or nVidia has dropped out the formats being too old. Need to wait and see if the client actually runs ?
 

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43: 8.56s 176921547837us)(0x20F8) VertexDeclCaps.........: 0x37F
Intel(R) HD Graphics 4000

I get ctd with 17c

HTML:
**** Orbiter.log
000000.000: Build Jan 29 2016 [v.160129]
000000.000: Timer precision: 4.27634e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906]
000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906]
000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906]
000000.000: Module D3D9Client.dll ........ [Build 160201, API 160129]
000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830]
000000.000: Module LuaConsole.dll ........ [Build 151101, API 151101]
000000.000: Module ScriptMFD.dll ......... [Build 150906, API 150906]
000000.000: Module ScnEditor.dll ......... [Build 150906, API 150906]
000000.000: Module LuaMFD.dll ............ [Build 151101, API 151101]
000000.000: 
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter = Intel(R) HD Graphics 4000
000000.000: D3D9: MaxTextureWidth........: 8192
000000.000: D3D9: MaxTextureHeight.......: 8192
000000.000: D3D9: NumSimultaneousRTs.....: 4
000000.000: D3D9: XNA Math Support.......: Yes
000000.000: D3D9: Vertex Texture.........: Yes
000000.000: D3D9: Shadow Mapping.........: Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: No
000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes
000000.000: D3D9: D3DDTCAPS_DEC3N........: No (Critical)
000000.000: D3D9: Available Texture Memory = 1781 MB
000000.000: D3D9: ERROR: .\D3D9Frame.cpp Line:382 Error:-2147467259 pd3dDevice->CreateVertexDeclaration(MeshVertexDecl, &pMeshVertexDecl)
000000.000: D3D9: ERROR: .\D3D9Frame.cpp Line:383 Error:-2147467259 pd3dDevice->CreateVertexDeclaration(PatchVertexDecl, &pPatchVertexDecl)
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: D3D9: ERROR: Attempting to clear a texture 0x974E598 color=0x0
000000.000: Module Sun.dll ............... [Build 150906, API 150906]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 150906, API 150906]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 150906, API 150906]
000000.000: Module VenusAtm2006.dll ...... [Build 150906, API 150906]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 150906, API 150906]
000000.000: Module EarthAtm2006.dll ...... [Build 150906, API 150906]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 150906, API 150906]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 150906, API 150906]
000000.000: Module MarsAtm2006.dll ....... [Build 150906, API 150906]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 150906, API 150906]
000000.000: Module Jupiter.dll ........... [Build 150906, API 150906]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 150906, API 150906]
000000.000: Module Europa.dll ............ [Build 150906, API 150906]
000000.000: Module Ganymede.dll .......... [Build 150906, API 150906]
000000.000: Module Callisto.dll .......... [Build 150906, API 150906]
000000.000: Module Satsat.dll ............ [Build 150906, API 150906]
000000.000: Module Saturn.dll ............ [Build 150906, API 150906]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 150906, API 150906]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 150906, API 150906]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 150906, API 150906]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 150906, API 150906]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 150906, API 150906]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 150906, API 150906]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 150906, API 150906]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 150906, API 150906]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 150906, API 150906]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module DeltaGlider.dll ....... [Build 160127, API 160127]
000000.000: Module LuaInline.dll ......... [Build 150906, API 150906]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: ERROR: WARNING: No texture data found for Moon (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Mars (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Phobos (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Deimos (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Vesta (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Jupiter (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Mimas (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Enceladus (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Tethys (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Dione (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Rhea (TileFormat = 2)
000000.000: D3D9: ERROR: WARNING: No texture data found for Iapetus (TileFormat = 2)
000000.000: D3D9: [Scene Initialized]
000000.000: Finished initialising panels
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::GetHorizonAirspeedVector
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
 
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DaveS

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It must be. There is likely a problem in hardware detection. Could you check what the "VertexDeclCaps.........:" reads in the D3D9ClientLog.html located in /Modules/D3D9Client/ (it is line 57 in my case).

I made a new build that will ignore the line causing problems.
New build gets to the loading screen but promptly CTDs. All scenarios exhibit this behavior. D3D9Client log can be found here: https://dl.dropboxusercontent.com/u/24122088/Orbiter stuff/D3D9ClientLog.html
 

jarmonik

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New build gets to the loading screen but promptly CTDs. All scenarios exhibit this behavior. D3D9Client log can be found here:

It looks like at least Intel and nVidia has dropped out the D3DDTCAPS_DEC3N format as being old and obsolete. That sucks quite a lot. Obviously that is no go.
 

jarmonik

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I have removed the vertex "compression". This build only includes micro texture support. Luna and Mars included. I am probably not going to include textures to every build posted in the forums.
 
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DaveS

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I have removed the vertex "compression". This build only includes micro texture support. Luna and Mars included. I am probably not going to include textures to every build posted in the forums.
No joy on this one either. Back to the "graphics card doesn't meet requirements" error message.
 

jedidia

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No joy on this one either. Back to the "graphics card doesn't meet requirements" error message.

Same here, on NVIDIA Gforce 840M. It's certainly not a high-end card, but it is DX11 compatible, so something is definitely fishy...
 

DaveS

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Same here, on NVIDIA Gforce 840M. It's certainly not a high-end card, but it is DX11 compatible, so something is definitely fishy...
Well, it does make sense in a backwards-kind of way. When you see a message that says a certain component doesn't meet the requirements, you immediately think forward, that it's not new enough. But in this case, it's too new, the old API implementations are gone. So it doesn't meet the requirements for a DX9 implementation.

I'm interested in seeing any reports from users with AMD GPUs/CPUs to see if they have the same problems.
 

jarmonik

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D3D9ClientBeta17e for Rev 47

No joy on this one either. Back to the "graphics card doesn't meet requirements" error message.

This can be happening.. Looks like I forget to remove the hardware checks.:lol:

It's working fine here with this. It's a pretty new DX11 card.
Code:
000000.000: D3D9: 3D-Adapter = AMD Radeon HD 7800 Series
000000.000: D3D9: MaxTextureWidth........: 16384
000000.000: D3D9: MaxTextureHeight.......: 16384
000000.000: D3D9: NumSimultaneousRTs.....: 4
000000.000: D3D9: VertexDeclCaps.........: 0x3FF
000000.000: D3D9: XNA Math Support.......: Yes
000000.000: D3D9: Vertex Texture.........: Yes
000000.000: D3D9: Shadow Mapping.........: Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: Yes
000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes
000000.000: D3D9: D3DDTCAPS_DEC3N........: Yes
000000.000: D3D9: Available Texture Memory = 1756 MB

Let's try again....
 

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  • D3D9ClientBeta17e-forRev47.zip
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DaveS

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This can be happening.. Looks like I forget to remove the hardware checks.:lol:
This one works. Do we really need vertex compression? My GTX970 is already pulling frame-rates in the 1k-2k range even with Wolf's super-hi-res shuttle textures! My card is suffering from coil-whine!

Just so you don't think I'm lying:

Lowest FPS:
D3D9Client_beta_low_FPS.jpg


Highest FPS:
D3D9Client_beta_high_FPS.jpg
 
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jarmonik

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Well, it does make sense in a backwards-kind of way. When you see a message that says a certain component doesn't meet the requirements, you immediately think forward, that it's not new enough. But in this case, it's too new, the old API implementations are gone. So it doesn't meet the requirements for a DX9 implementation.

Yeah, I'm little surprised by that. Can't really say how much game developers have relied on that format. It's pretty efficient and well suited for storing normals, tangents and bi-tangents. 10-bits per component mapped to [-1, 1]. Sudden removal of such format could cause problems.

DX11 doesn't seem to have exact match but a few pretty close ones exists.

DXGI_FORMAT_R10G10B10A2_UNORM
DXGI_FORMAT_R10G10B10A2_UINT
DXGI_FORMAT_R11G11B10_FLOAT

---------- Post added at 02:41 ---------- Previous post was at 02:31 ----------

Do we really need vertex compression?

When running something like ISS A to Z the vertex data stream is about 6Gb/s at 60fps. Reducing bandwidth could help when running Orbiter with a laptop.
 

JMW

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Working beautifully here too now.
Thank you jarmonik for your perseverance and skills.
GREAT JOB !!:cheers:
 

JMW

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This one works. Do we really need vertex compression? My GTX970 is already pulling frame-rates in the 1k-2k range even with Wolf's super-hi-res shuttle textures! My card is suffering from coil-whine!

Just so you don't think I'm lying:

I think I need all the help I can get !! :lol:
 
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DaveS

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Can you please tell me from where you got them? And how to use them in orbiter 2016?
I got the from here: [ame="http://www.orbithangar.com/searchid.php?ID=6848"]Shuttle Fleet Photoreal Rev.2[/ame]

And I simply renamed STSAtlantis.dds/STSAtlantis_norm.dds to MGAtlantis.dds/MGAtlantis_norm.dds and moved them into the Textures2\Atlantis subfolder.
 
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