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635 replies to this topic
#362
Posted 26 March 2014 - 02:59 PM
Any word on Kinect head tracking?
I saw this video for FP and now I'm obsessed with it.
http://www.youtube.c...h?v=89AnFISP7k4
#363
Posted 27 March 2014 - 12:31 PM
I am exploring VR solutions. In particular, I think about integrating MiddleVR, a solution handling all common head-trackers, hand trackers, etc...
I guess it will be "enough", though we will need to work on a more user friendly interface for configuration...
UP2
#365
Posted 27 March 2014 - 07:29 PM
I am exploring VR solutions. In particular, I think about integrating MiddleVR, a solution handling all common head-trackers, hand trackers, etc...
I guess it will be "enough", though we will need to work on a more user friendly interface for configuration...
I don't know why You stick with MiddleVR. I think, it is possible to have running VR with Unity Pinball in one week.
Here is list what is needed to get VR experience:
1. Assymetric frustum - already done.
2. Define coords system of cam in real world and translate it to "in game" camera position. It is all about creation of one matrix 4x4.
As coords system i propose do something like this:
- coords: x/y/z = 0/0/0 are at center of playfield screen at screen surface
- coords with Z=0 are on screen surface this: (x/y/0) and axis +Z is above screen
- axis +X is right, axis +Y is down.
- units in real world: [mm] (You will need to know display size) or percent of screen heights (bottom of table is: x/y/z = 0,50.0,0)
like on this image:

(it is only proposition)
Calculations from "Real World Coords System" to "In Game Coords System" is easy.
3. Define communitcation system with external tracker program (lets call it "Tracking Server")
Posible solutions:
- shared memory / memory-mapped files (this is how freetrack works) It is realy simple, but MMF is supported in C# from .net 4.0
- dll and plain functions
4. Later do external tracking program. I can in one week convert bam to work as tracking program.
It won't be perfect. For end user it will require to:
- run FP with BAM to configure and calibrate tracker, (only once)
- exit FP and start "Tracker"
- run unity pinball.
Pros of this solution:
- You will already have many end-users with head-tracking devices (BAM users
)
- You will don't have to work on UI for tracking setup (it will be part of external program)
- One tracking solution for FP, Unity Pinball and (i hoope in future) Visual Pinball.
- Later You can create own better tracking server with MiddleVR.
- All can be ready to use in one week
I know, it sound like forcing my own solutions, but players will appreciate one head-tracking solution for many games.
BAM page: http://www.ravarcade.pl
current BAM version: v1.5-317, released: Oct 11, 2020
#366
Posted 27 March 2014 - 09:19 PM
You only think "cabinet" there. I think about playing pinball on desktop the immersive way with oculus, etc...
I thank you for your help on asymetric. Actually, TrackIR is already availaible for debug in the Alpha version so UP is already VR compliant...
I don't "stick" to MiddleVR: it's just that I know Sébastien and that it is a "all-in-one" solution, providing currently almost all available trackers. I just don't want to car eabout integrate each new tracker in UP (meaning buying it to test): you rsolution may also provide this though...
But I want it as easy to calibrate as possible: I don't want it to fear people because VR is awesome. If you can make a user friendly calibration in standalone providing tracking from each available tracker, then be my guest: that would be easy to make both MiddleVR and your solution compliant...
Has anyone else had problems with cab calibration? When I try it I can't move either view to another screen and when I try to reposition them the windows leave a trail behind them like they did in xp
Sent from my SAMSUNG-SGH-I747 using Tapatalk
Trails are a known bug, corrected, will be fixed in next release
.
UP2
#367
Posted 27 March 2014 - 10:42 PM
You only think "cabinet" there. I think about playing pinball on desktop the immersive way with oculus, etc...
I thank you for your help on asymetric. Actually, TrackIR is already availaible for debug in the Alpha version so UP is already VR compliant...
...
Yes and no. I already can use my tracking with notebook and webcam on it or with Kinect and TV in normal/desktop position. I just ignore only oculus, because it works on completely different ideas.
I understand, that You don't want to implement all tracking devices and my solution will not force You to do it. It is also way to make Unity Pinball open and future proof for as many as posible tracking solutions.
All my VR solutions works, when program knows the position of the player relative to the screen. This information is also usefull when You want to use steroscopic 3d, because program use real eye distance to create perfect two images (no headache).
TrackIR protocol is closed and can't be used with any open solutions (like my). I have found on net, than NaturalPoint discourage developers from use open solutions like freetrack. So If You have signed NDA with NaturalPoint... well
But I want it as easy to calibrate as possible: I don't want it to fear people because VR is awesome. If you can make a user friendly calibration in standalone providing tracking from each available tracker, then be my guest: that would be easy to make both MiddleVR and your solution compliant...
I have in my plans to make stand alone calibration/configuration tool. Right now simples solution is to use FP+BAM as calibration tool. Like i say, it is not perfect, but for many users it already works. So all You have to do in unity pinball is to define coords system and interface for external Tracking Server.
i my last post. was only idea what have to be defined. I did it to make it easy.
If You define input real world coord system in way i descrivet it, You don't have to worry about display position vs player position. It will be problem for external setup/calibration program.
If You use as input units in precentage screen height, U3dP will don't have to know screen size to convert for example mm to pixels.
This way all setup/calibration will have to be done by external program.
My proposition about shared memory with memory mapped files is also easy to use, because all You have to do is open mmf (like open file) and read data from it, You don;t have to worry about where is "Tracker server" or about dll's You need to distribute. It is realy simple solution. If You want to look at working example, please look for "free track client".
BAM page: http://www.ravarcade.pl
current BAM version: v1.5-317, released: Oct 11, 2020
#371
Posted 29 March 2014 - 12:22 PM
Is there a way with nvidia inspector to adjust each table: with moderate hardware (amd 3600 quartcore, nvidia 500ti) in adams family (all set to med) i get 35 fps (earlier 17-23), but with these settings ball on other table seems to be too fast to follow the ball (special indiana jones).
thanks.
#372
Posted 02 April 2014 - 12:35 PM
Guys, I just want you to know that SweetFX also works in Unity3D, use the latest version I've posted: http://www.vpforums....131#entry260652
#373
Posted 02 April 2014 - 01:21 PM
Has anyone else had problems with cab calibration? When I try it I can't move either view to another screen and when I try to reposition them the windows leave a trail behind them like they did in xp
Sent from my SAMSUNG-SGH-I747 using Tapatalk
The 'trails' only appear outside of the virtual screen, once you have the virtual screen placed, you can't see them. The only time this has become a problem for me is when I place 4:3 backglass on a wide monitor. It would be nice to be able to set some sort of background in the black area "where the trails are" so that when I put a square backglass on my wide monitor the bars on the sides would be my cool background.
#374
Posted 04 April 2014 - 03:27 PM
Any news on "Next Release" Date or new tables?
I saw your post on PinballX forums about the black screen issue. I'm still unable to play in cab mode in UP, with or without PinballX. Tonite I'm going to try to uninstall PinballX and see if it fixes it.
Thanks again for UP.
-Nex
#378
Posted 06 April 2014 - 05:32 PM
Not VP physics.
This project is done using Unity3D which uses Nvidia PhysX as physics engine.
#379
Posted 06 April 2014 - 05:36 PM
Im not into the tecniqal bits so pardon for this question. Is the psysics from VP used in this Project? If not, who made it? =)
Cheers! =)
No, my understanding is that it has completely new physics, rendering and lighting. It's built with the Unity3D game engine, which presumably handles most of the physics processing work. The only ties to VP that I know of are its ability to use VPM, DOF, possibly DirectB2S later, etc., like VP does.
EDIT: looks like louizou answered the question as well as I was typing my reply... ![]()
Edited by Gamester, 06 April 2014 - 05:37 PM.
#380
Posted 07 April 2014 - 04:06 PM
I still think the ball is getting too fast so you can not follow it anymore. I've never seen such effect on a real machine.
I'm thinking this doesn't happen for everyone. I didn't notice this issue except maybe for BK2K but that machine is pretty fast anyway, so I thought it was normal.
Then I installed Unit3d on my friends cab and it was ungodly fast and like you said, the ball literally disappears when it's moving that fast. I have only noticed it when the ball is coming off the flippers. Has anyone found a fix for it?
I need to turn off complex flippers and see if it makes a difference.
Also tagged with one or more of these keywords: Unit3D Pinball
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