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VP with VR headset


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#321 gear323

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Posted 14 March 2019 - 11:30 AM


I remember a few pages back there was some work on force feedback being done in regards to ximput for an Xbox gamepad / PinSim.   Does anyone know if there was any progress with that or if they are still looking for more testers?

DHD69 is still working on it. The beta version does not designed for Visual Pinball, but FX3.
This is the thread: https://www.vpforums...showtopic=41836

Pinball FX3 already works perfectly with force feedback on a PinSim though, no? They have force feedback built into the game when using a Xbox gamepad. Does this solution allow you to do more than whats already built into that game?

#322 3rdaxis

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Posted 14 March 2019 - 01:33 PM

It's a start.bakedlightingv0.0.1.jpgbakedlightingv00.jpgbakedlightingv03.jpg


Edited by 3rdaxis, 14 March 2019 - 04:30 PM.


#323 blindpeser

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Posted 14 March 2019 - 02:02 PM

Woah, awesome! I doubt this runs ony my 1080, but this just looks sweet!

 

Could anybody please upload a video on youtube?

 

Man, we need a performance boost here. I ran FX2 VR and all the animations on my old 970 w/o any stuttering...


Edited by blindpeser, 14 March 2019 - 02:04 PM.


#324 3rdaxis

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Posted 14 March 2019 - 02:09 PM

I'm running on a 1070, 4.46 GHz i7 @ 1.4 ss, no stuttering. So far...


Edited by 3rdaxis, 14 March 2019 - 02:23 PM.


#325 blindpeser

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Posted 14 March 2019 - 02:42 PM

OK nice. Is it already available? Going to check this first, as soon as my rig is repaired.



#326 3rdaxis

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Posted 14 March 2019 - 03:49 PM

Not this version yet but V0.6.1 is. http://vpforums.org/...lightingv01.jpg



#327 Rawd

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Posted 14 March 2019 - 03:55 PM

I want baked lighting!   How do you do such things?  (I'm guessing you are able to add a light source into 3DS and bake the textures there?)


Edited by Rawd, 14 March 2019 - 04:00 PM.


 


#328 hlr53

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Posted 14 March 2019 - 04:09 PM

I just did a 32 bit build on the latest SF snapshot. I hope to contribute to some bug fixes in the future - maybe by Fall?? Still learning this C++/Windows stuff and that is a LOT of source code to get through. My hats off to your tackling the VPX code into VR :love39: I'm currently mapping all the classes out with Sourcetrail to see how it all ties together. I'm just a hobby programmer. Had some college courses in FORTRAN, C and Pascal years ago.

 

I tried the 64 bit version (because you just released it and I could - LOL) on my iRacing VR rig i7-6700K, GTX1080, Odyssey+ and it ran great! Love the keypad to position the table. THANKS!

 

I hope ya get the backglass reels and segments going in the not too distant future. Since I am a really old dude I play a whole lotta EM tables too. 


Edited by hlr53, 14 March 2019 - 04:10 PM.

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#329 hlr53

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Posted 14 March 2019 - 04:24 PM

 

 

I've been messing with G5K's Attack from Mars, and now 3rdAxis and I are modding out the VR room to make it a bit more table specific.   I'm just having some fun messing around with stuff....
 
This table was so well done, and it looks really nice in VR.  There are not any of the nasty artifacts or glitching that shows up on some tables.
 
I hate to say it...... but my VP cabinet feels a bit 'flat' after playing so much in VR  haha :)
 
Thanks again to everyone working on VRVPX, and thanks again to 3rdAxis for making this room to play in.
 
https://www.youtube....h?v=c2IMKDr9Fz8


I sold my VP cabinet two years ago when I first got my Rift and tried Pinball FX2 just with the hope that this would happen. VP in VR beats out any cabinet in my opinion. Soon we will have headsets with 3X the resolution of the Rift and that will make a big difference as well. Just need a PinSim or something like it with full force feedback and nudging and this is the best digital pinball experience there is.

 

 

I am ordering all the parts for DOF, nudge, tilt and plunger for my VR cab.  Good times ahead.

 

 

I hear you guys loud and clear. I haven't touched the cab in ages and I may just part it out into a PinSim style rig and start new. As soon as the weather warms up to cut wood. Pinball is like sim racing. Once you've done it in VR it is REALLY hard to go back to a flat world.

 

Plus, with the VR rig I can use the same PC to play pinball, sim racing or anything else I want to do with it. Plug and play the HMD and other USB cables.


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#330 japdos

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Posted 14 March 2019 - 04:29 PM

 

 

I remember a few pages back there was some work on force feedback being done in regards to ximput for an Xbox gamepad / PinSim.   Does anyone know if there was any progress with that or if they are still looking for more testers?

DHD69 is still working on it. The beta version does not designed for Visual Pinball, but FX3.
This is the thread: https://www.vpforums...showtopic=41836

Pinball FX3 already works perfectly with force feedback on a PinSim though, no? They have force feedback built into the game when using a Xbox gamepad. Does this solution allow you to do more than whats already built into that game?

 

That's true.  :hmm: I'll have to test it.

Meanwhile...You said are controlling big rumbling motors, Could you please send me a mp? I'm not able to do that (maybe your mailbox is full) in order to share an issue about controlling motors with pinsim.



#331 gear323

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Posted 14 March 2019 - 06:00 PM

 

 

 

I remember a few pages back there was some work on force feedback being done in regards to ximput for an Xbox gamepad / PinSim.   Does anyone know if there was any progress with that or if they are still looking for more testers?

DHD69 is still working on it. The beta version does not designed for Visual Pinball, but FX3.
This is the thread: https://www.vpforums...showtopic=41836

Pinball FX3 already works perfectly with force feedback on a PinSim though, no? They have force feedback built into the game when using a Xbox gamepad. Does this solution allow you to do more than whats already built into that game?

 

That's true.  :hmm: I'll have to test it.

Meanwhile...You said are controlling big rumbling motors, Could you please send me a mp? I'm not able to do that (maybe your mailbox is full) in order to share an issue about controlling motors with pinsim.

 

I'm using some motors that came out of a massage chair lol.   I run them at around 12V in pinball arcade VR and 8 volts in Pinball FX2 and FX3.  I added this to the PinSim to drive the two motors and an external power supply. 

 

https://www.amazon.c...0?ie=UTF8&psc=1



#332 japdos

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Posted 14 March 2019 - 06:07 PM

Ok, that's a common H bridge, but I'd like to know how are you interfacing it with pinsim. Are you using a uln2003 driver, or are you e using a common switching transistor like used in Jeremy's circuit? I'm having trouble getting this to work,



#333 Karlor

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Posted 15 March 2019 - 12:39 AM

I'm running on a 1070, 4.46 GHz i7 @ 1.4 ss, no stuttering. So far...

Are you running VP64? I'm just curious as to experiences with 64, is there a pretty notable change or "feel" in VR?..fps bump or more stable? I tried the to get the 64 running but had issues, but if the performance is there I'll figure out how to get it running I suppose. I probably should over clock my everything (but am scared) but for now I'll just have to edit out the couches and chairs ;) doing that got me back in the comfort zone.


 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:

 


#334 Slydog43

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Posted 15 March 2019 - 03:14 AM

I run the 32bit, what advantages are there for 64 bit.  (I think you have to run setup vpinmame 64 bit if you want to run 64 bit)  I thought there were troubles with 64bit.



#335 Karlor

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Posted 15 March 2019 - 09:01 AM

Not sure if there is a advantage or not, usually 64 is better but maybe not if its not ready yet.

 

Found some more tables that work with DMD:

Monopoloy
FamG
Indy 500
TOTAN
Wheel of For


Edited by Karlor, 15 March 2019 - 09:02 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:

 


#336 japdos

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Posted 15 March 2019 - 09:51 AM

As I said before, I noticed +10% incremented the performance headroom showed in the hud of oculus rift debug tool while using vp 64 bits vs 32 bits. (Altoguht it is still too low for doing 90fps mantained)

#337 blindpeser

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Posted 15 March 2019 - 10:22 AM

Not sure if there is a advantage or not, usually 64 is better but maybe not if its not ready yet.

 

Found some more tables that work with DMD:

Monopoloy
FamG
Indy 500
TOTAN
Wheel of For

 

You think you could share a complete list?



#338 Rawnei

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Posted 15 March 2019 - 11:51 AM

Guy's it's not a matter of tables that work or does not work with DMD, the table has to have a textbox with the text DMD in the background options and VPVR will automatically place/render it, you can create one yourself if the table does not have one. A lot of tables don't use textbox for DMD that's why they are missing.



#339 The Loafer

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Posted 15 March 2019 - 12:39 PM

I would assume aside from some possible performance gains, the real benefit to a 64bit VP executable is access to more memory.  Would this benefit some of the larger tables or are they still way under the memory access bar (2 gb??) 

 

This VR branch can lead so many benefits to VP as a whole!  Thanks Caligula!   Vertigo or no vertigo, I'm trying this VR fork this weekend!  Not gonna let a little throwing up get in the way LOL



#340 toxie

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Posted 15 March 2019 - 12:41 PM

In general 64bit brings no benefit for VP so far, only if a table would run out of memory. And it's not so well tested (i.e. close to none, mainly only by me) as the 32bit build, especially if you take PinMAME along into that equation.