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VP with VR headset


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#2021 wiesshund

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Posted 26 April 2021 - 06:11 AM

 

I dont know if your familiar with flight simulators

 

Very

 

 

but some of the more complicated simulations come with a full suite of errors and faults that you can try to troubleshoot or run into while in flight.. Ive always thought it would be cool to see someone do something like that for VP  :) Take it into the next level of simulation of pinball.. siting and trying to figure out what broke and how to fix it lol

 

You dont disassemble an airplane in flight, and a MK II Spitfire has no computer diagnostics, or multiple redundant systems to go redirecting things to, if you can not fly it home, your just screwed.

 

Pinball machines require lots of maintenance, cleaning, adjustment, lubrication, the older, the more so.
And it entails taking things apart, and not playing.

I am thinking that simulating that it broke would not be very popular.

 

If you really want to simulate trying to fix it, tell me your favorite tables, and i will give you some script that guarantee you will spend all your time fixing it rather than playing

 

If you are playing a nascar or nhra of f1 sim, sure you expect things to break, it is part of the sport

if you are flying a blenheim over western france in 1940, you expect that you may have to figure out how to make it home with one engine, that is leaking oil like someone cracked a wellhead and is down to 40% power and is beginning to softly knock

it's part of the risk

 

If you walk down to the local arcade and pop 3 quarters in a table, you dont really expect it to break
You are kind of hoping that the operator has been maintaining it


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#2022 Karlor

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Posted 26 April 2021 - 06:24 AM

Its sort of a game within a game. The fault menu could have a series of faults you could choose to encounter and then when you do there are things you can do do repair it in like a menu options list... like you said maybe its just needs a cleaning, or adjust this or that and one thing can lead to another maybe..

 

it wouldn't be for everyone thats for sure lol

 

I'm not saying I would even use it much but something like that but for a pinball machine might be cool to explore... it would have to be made by someone with inmate knowledge of a particular table and how it functions.. if you wanted to get really gamey you could even have costs evolved or budget used for repair and at the end you see what the real issue was, tips on how to do better.. just really extremely nerdy boring simulation stuff, some might find it fun to tinker with, others can just ignore it and play on regular lol

 

It could lead to all sorts of fun. Like if you dont follow certain procedures like unplugging or something similar you could get the first ever Resident Evil style death screen in a pinball game.. maybe a SIerra style "We are sorry but you have been electrocuted. Your heart has stopped and you have died.. you must load to repair again"


Edited by Karlor, 26 April 2021 - 07:08 AM.

 I'm just going to set this here and go get a cup of coffee.. DONT TOUCH ANYTHING!! :pardon:  NOT MY LINKS BUT ENJOY  :crazy:

:love39:  *** https://archive.org/details/pinmame31 *** :twiddling:

 


#2023 wiesshund

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Posted 26 April 2021 - 07:15 AM

You could just pull down vpx and vpinmame source

and do your own custom compile, which will inevitably require a few bouts of debugging and bug fixing etc 

That should satisfy the diagnostic urge for a while, and at least you get something for your troubles in the end

 

Anyways VPX already has that feature

If it did not, then half the posts in this forum would not exist, people do enough troubleshooting and diagnosing etc just trying to get their setups to work

and i dont think they find that part exactly enjoyable

 

It would be like one of those features you spend 6 months developing and one guy out of 5000 actually makes use of it

the other 4999 flay you alive for wasting 6 months on it instead of doing something else like adding volumetric lighting, or deflectable rubbers etc


Actually, i have a game for you.

 

StarMade

 

Dont take it at face value, it has complex systems simulations

logic circuits mechanical assemblies etc

 

And the stuff breaks


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#2024 Karlor

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Posted 26 April 2021 - 07:34 AM

I get that you could do a lot of futzing with settings in the editor to mess things up but that's not simming the issue its sort of like using a car mod editor tool to fix the in game fault instead of doing the in game menu process. While manipulating certain values in the editor would be essentially all your doing for some issues, it would be presented in a more realistic approach and the changes would be made behind the scenes to adjust for what you chose to do.

 

More in regards to how you'd fix it in real life. Your not simming a VPX issue but a issue encountered after some play with the real thing. And yes you may have to play for a long time in real life for certain wear things to give you fuss but in the simulation you can speed that stuff up..  I get it its a deep dive for sure. More for "hard core" fans of a particular table to get more knowledgeable with how the real thing operates and whatnot.. but I mean he made the damn thing play itself :D so he might be interested in coming up with something lol


 I'm just going to set this here and go get a cup of coffee.. DONT TOUCH ANYTHING!! :pardon:  NOT MY LINKS BUT ENJOY  :crazy:

:love39:  *** https://archive.org/details/pinmame31 *** :twiddling:

 


#2025 wiesshund

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Posted 26 April 2021 - 08:01 AM

I get that you could do a lot of futzing with settings in the editor to mess things up but that's not simming the issue its sort of like using a car mod editor tool to fix the in game fault instead of doing the in game menu process.

 

No, though it is probably easier with a non ROM table, you could script the table to wear out.
you could write it to have things wear out based on time played, plus some random factor thrown in

 

have contacts carbon up, blow a cap, fry a coil, etc etc

 

You could make your b2s also function as diagnostic tools

 

And you could have various menus for cleaning replacing adjusting various things

 

Everything you need to do it already exists, except for a table author interested in doing it
that part, you may just have to do on your own.

A ROM table might be a bit hard, as you can not really tell VpinMAME, that the PSU just blew the +5v rail due to a blown cap or a shorted diode

It's just going to look at you and say gtfo

Well, ok you can kind of tell it that, but it means your PC has died, and that isnt a fun sim.


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#2026 3rdaxis

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Posted 26 April 2021 - 11:47 AM

How about I just make the coin door open for now? lol ;)



#2027 wiesshund

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Posted 26 April 2021 - 08:38 PM

How about I just make the coin door open for now? lol ;)

with flames and an explosion?


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#2028 Madonion

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Posted 29 June 2021 - 05:07 PM

Hey Guys. 

 

Love playing VPX on my G2 headset. Ran into a new problem as my game will close when i use external dmd ticked. Yet in standard lcd mode it works and i can use color dmd options also? Any idea? 
i reloaded my VPX_gl. 



#2029 Emre

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Posted 18 July 2021 - 08:30 PM

 

I tested it with America's Most Haunted.  I just added a flasher and set it to use the Script DMD.  It worked just like other DMD's  Good luck

 

 

 

 

What script did you use the to make the UltraDMD show?



#2030 h00ch

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Posted 04 October 2021 - 03:36 AM

 

for people like me that use their desktop (not cab) to play vpxvr and want to use the oculus touch controllers instead of keyboard....here's how i have my oculus touch controllers (im using oculus quest) working with vpx-vr.
 
it works using a 3rd party util and an ahk.exe to simulate a joystick that vpxvr can use.
 
right analog stick is for plunger. right controller twist is right-nudge, left controller twist is left-nudge. right index trigger for plunger key if button plunger.
 
coins (B) start game (Y) left thumb stick press (exit game)
 
there's a readme.txt inside zip you need to read first if you want to try it out...
 

 

 

I just got back into Visual Pinball and since I have a Quest 2 now, of course I want it in VR!  I finally got VP working in VR, but I've had no luck getting the Oculus controllers to work with it.  I'm using the Quest wirelessly, could that be the issue?


Edited by h00ch, 04 October 2021 - 04:04 PM.


#2031 blindpeser

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Posted 27 December 2021 - 12:28 AM

Just found out that VPX supports XInput and XBox Rumble now. Did anybody test this with a Pinsim? Does it work well? Is it even possible? Or do we need an updated VPVR build to be able to use the latest VPX features?

#2032 Caligula_

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Posted 03 January 2022 - 04:41 PM

@blindpeser

 

It's only a proof of concept and it still needs a lot of work until it will be a replacement for the old DirectInput code. And the codebase is compared to the current VPX 10.7 quite outdated.



#2033 blindpeser

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Posted 03 January 2022 - 07:13 PM

Can we use the current 10.7 code for VPVR?

#2034 Safiyyah

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Posted 08 January 2022 - 07:56 AM

totally master piece 



#2035 jonnyqtrek

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Posted 30 January 2022 - 08:53 PM

Hi all,

 

So, I've installed VPX 10.6/VPVR, SAM 3.4, B2S 1.3.0.4 and PinUP Player 1.4.5. With VR Launcher 4 as a front end.

 

For the most part, everything's running smoothly on my Oculus Quest 2...

 

The issue I'm having is with PinUp Player.

 

When I launch something like Wonka on the VR, I don't see the backglass or the DMD... When I quit the VR, I them all happily playing on my desktop monitor instead. (Similar with Stranger Things.)

 

This seems clearly to be a configuration problem on my end, but most of the installation instructions I've found deal with cabinet setups, not VR.

 

Any advice on how I should be configuring things? The display setup in PinUpPackEditor is... very confusing. I tried loading up Wonka's PuPPack, and selecting ForceOn for DMD and Backglass, but each of the displays defaults to ScreenNumber 0, 1, 2, 3 and 4, and not sure what to do if I just want everything to output to the VR's display, instead of my desktop monitors...

 

I'm even more confused with Stranger Things, because there's no external PupPack to load for changing...



#2036 jonnyqtrek

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Posted 30 January 2022 - 09:06 PM

--Wait, I'm seeing in a July 2021 post by someone that DOF installation is required(?) for PUP player to function in VR(?)... Will try that in the meantime...



#2037 studlygoorite

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Posted 30 January 2022 - 11:02 PM

--Wait, I'm seeing in a July 2021 post by someone that DOF installation is required(?) for PUP player to function in VR(?)... Will try that in the meantime...

There  is no need to install DOF to play VPVR, here are some settings you could check that might help
 

VPX/Preferences/Configure Keys, Nudge and DOF...Most of this page has nothing to do with VPVR, however;
 
*Disable B2S - Leave unticked, you might need to enable for a couple of tables  
*Capture External DMD - Will capture Freezy DMD and PUP Screen 2 (DMD) or 5 (FullDMD) and display it inside VR on a flasher with the “Use Script DMD” property checked.
There is a known issue with video (pup) DMD capturing where the colour is slightly washed out.
*Capture Backglass/PUP - Will capture db2s backglasses or normal PUP packs and display them inside VR on any image in the image manager called “BackglassImage” (normally the backglass).


#2038 gigalula

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Posted 13 February 2022 - 04:06 AM

The only table that work for me with DOF are the one that have directb2s all other simply not working and most of VR table don't need .Directb2s so my question is how to enable DOF in these tables without directb2s? 

 

BTW I'm using my CAB so it's really kool to use the quest 2 with standard button and I also use the sound from my audio system and when all work including DOF it's simply awesome.  My only concern is the table sutter from time to time,  I'm using gtx1080.  Maybe some one can point me to the best setting to get fluid ball and or better gfx.


Edited by gigalula, 13 February 2022 - 04:11 AM.


#2039 studlygoorite

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Posted 13 February 2022 - 03:39 PM

The only table that work for me with DOF are the one that have directb2s all other simply not working and most of VR table don't need .Directb2s so my question is how to enable DOF in these tables without directb2s? 

 

BTW I'm using my CAB so it's really kool to use the quest 2 with standard button and I also use the sound from my audio system and when all work including DOF it's simply awesome.  My only concern is the table sutter from time to time,  I'm using gtx1080.  Maybe some one can point me to the best setting to get fluid ball and or better gfx.

Not sure about the DOF issue as I don't use it but to boost Oculus Quest 2 resolution using link Open the Oculus app on your Computer. (First make sure the SS in the VPVR VR settings is set at "1")

Click Devices on the left side of the app.
Click Quest and Touch.
Scroll down to Graphics Preferences.
Here, you can adjust your Refresh Rate and Render Resolution.
Refresh rate: The number of times your Quest 2 screen updates with new images each second. You can set your refresh rate to 72 Hz, 80 Hz, or 90 Hz.(I would start at 72Hz)
Render Resolution: Adjusts the resolution that the app or game you're using is being rendered at. The maximum render resolution you can set is 5408 x 2736, use default and adjust from there.
Improved visuals vs performance
Keep in mind, while increasing your refresh rate and render resolution will result in improved visuals, these adjustments could have a negative impact on overall performance. Even with some of the newest and most powerful GPUs, maxing out values for the render resolution slider with a 90 Hz refresh rate may result in dropped or missing frames, which creates a less smooth in-VR experience.


#2040 Jantjepinball

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Posted 30 May 2022 - 04:01 PM

I have a clean Nailbuster popper install, and everything is setup and working great. But can I just install vpx VR into my current visual pinball folder and overwrite?