Have a checkbox to switch to a frame graph focused view
which saves a bunch of math when it’s more useful to
focus on the frame/refresh rate than the frame time values.
Co-authored-by: icex2 <djh.icex2@gmail.com>
GPU scaling allows high quality upscaling of older games
to the native resolution of the screen. The output frame
quality is significantly sharper than the fairly simple
frame buffer upscaling of bemanitools.
Co-authored-by: icex2 <djh.icex2@gmail.com>
10 seconds is what the nvidia control panel also
has for the test timeout. Can still be changed if
shorter or longer timeouts are desired, but 10
seconds should be a general fine timeout value
to have this optional.
Co-authored-by: icex2 <djh.icex2@gmail.com>
Use more user-friendly seconds for total and warm-up time
instead of frames. Use the refresh rate to calculcate the
total frame count internally for the test.
Co-authored-by: icex2 <djh.icex2@gmail.com>
A separate application to run the infamous IIDX “monitor check”.
The on-screen output has been enhanced to provide more
detailed information about the on-going process. The tool
furthermore allows basic querying of adapter and adapter
modes information from the command line. These additional
options can be useful to gather more debug information
or select correct parameters for the monitor test from actually
supported mode parameters by the adapter.
The tool has been tested on an actual cabinet with nvgpu
setting different custom timings. The accuracy seems to be
even higher than what IIDX’s monitor check is actually showing.
For example, with a custom timing of 59.900, the tool yields 59.902.
Meanwhile, the monitor check of iidx 29 59.8981 hz to 59.8997 hz
on screen.
This doesn’t mean the game’s getting inaccurate values. The game
actually syncs and plays just fine. However, the game’s monitor check
cannot be used as a reference for “getting the avg. refresh rate”
value as an input parameter for other tools, e.g. chart patching with
btools.
Co-authored-by: icex2 <djh.icex2@gmail.com>
No changes required, just make support visible by reflecting
it in distribution package naming, documentation and
filenaming
Co-authored-by: icex2 <djh.icex2@gmail.com>
A overlay window showing the a frame time graph with
the current frame time, ~10 seconds of history as well
as reference lines for the current avg. and a configurable
target frame time.
This is considered a debug tool to support in any efforts
that are related to understanding current frame times
of the games. More specifically this can be used to asses
impact of any bemanitools hooking to the game’s main
(render) loop.
For now, we focus on internal overlays for bemanitools
that hook into an existing d3d9 context. The current
abstraction is fairly thin and should be fine as a start.
Implementations are called “components” and hook
up with a single frame_update function to execute
and logic and drawing updates with imgui
Version 1.91.7 of the imgui library with the cimgui wrapper.
imgui allows us to easily create minimal and powerful UI for
use-cases like in-game overlays or separate tooling.
The additional wrappers cimgui_impl_dx9 and cimgui_impl_win32
were added to provide a full C linkage integration for the rest
of the code base.
Tweaks to the makefile were kept to a minimum but enable
compilation of C++ since imgui is C++ based.
Remark: At this point bemanitools itself is still to be kept a pure
C codebase. Due to the lack of proper module/library management
with the current build system in bemanitools 5, proper separation
of concerns and clean integration with external libraries isn’t
possible with reasonable effort.
An open source re-implementation of the “NvDisplayConfigLDJ"
tool with additional enhancements.
This can be used to tweak your nvidia GPU driver settings to
create custom display timings to address IIDX’s requirement
if expecting proper display timings. This can also be used for
any legacy IIDX versions that even expect very specific display
timings, e.g. 59.95 or 60.05 hz.
Furthermore, creating application profiles allows further tweaks
to important GPU settings such as the current performance mode
setting. This is crucial to ensure the GPU is not going into any
kind of power saving states which results in non-smooth
scrolling during gameplay and micro stuttering that cannot
be measured on application level.
A shim library implementing the same concept as the already
existing ddrio-async library. The iidxio implementation takes
another iidxio library and runs it asynchronously which may
improve performance for certain iidxio implementations,
e.g. if the send and receive functions are driving actual IO
calls synchrously and are expensive.
This is not a replacement for a well engineered and proper
implementation of a iidxio library for any specific use-case.
It does not fix bad performance of existing implementations,
i.e. if the poll rate is too low because actual IO is too slow.
Use with caution and know why and when you need to use
it.
Improve the development experience by providing
an additional docker container that can be started
and used as an interactive development environment.
It provides all the tools and a stable environment
for building (identical to the build container).
This one was missing and is the actual correct
version used for ddr-13. 2.13.04 was compatible,
thus far, but there isn't any guarantee that they
are actually 100% compatible (only konmai knows...).
* Improve psmap types, taken from a private
eamuse server backend which had more complete
mappings.
* Move psmap terminator to enum
* AVS error type: Supports improving
expressiveness of the API interface
* Add more property node related functions
Add more AVS file system related functions
These were previously missing and are required for
various file system related tasks such as iterating
directory trees, reading and writing files through
the AVS file system for the upcoming launcher
rework.
Note that the AVS API broke with some mode flags
after version 2.13.06.
Use this to share helpers or other extensions to the
original avs API across modules.
Start with including error codes to readable strings
to improve velocity on AVS API error analysis.
This has been a source of common error in the past.
It is known that most, or even all, games run into
various issues when not run with elevated privileges.
Apply a consistent style across all markdown documents.
Use mdformat (https://github.com/executablebooks/mdformat)
to achieve that. Improves maintainability and readability.
Using ddrhook1, this caused DDR X to crash on startup when the
P3io client sends the currently unknown command 2B. Handling it
with the incorrect p3io command struct, any following reading
attempts from the P3IO by the game fail.
Handle the 2B case explicitly with a generic response that worked
previously before the restructuring of the code. Apply the same
to any further unknown commands with improved logging warning
about this.
Buffers are allowed to have the exact size as the max defined
P3IO buffer size. Cutting it short by one byte causes this
to fail incorrectly when using the pure raw buffer structure