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VP with VR headset
Started By
Slydog43
, Aug 04 2017 01:52 PM
2044 replies to this topic
#22
Posted 04 February 2018 - 08:58 PM
I stumbled across this topic while looking for some Oculus support for Future Pinball VR (Physics seem way off....) anyway, saw Slydog's post about VPX.... Wow. Thank you for the tip! It is just amazing to use my Oculus Rift and see the tables in 3D.
Now I have to start reading up on how to build VR Cabinets as seen with the plugin for Future and Pinball FX2 VR offers, but has the VPX physics... Something to do at least till my new full virtual pinball machine in delivered
Thank you Slydog45!
#23
Posted 05 February 2018 - 05:07 PM
Still prefer PS VR over all other solutions though..
Especially playing Resident Evil 7 with it was the best gaming experience i had for years! Same goes for Rez and Polybius (if you're into abstract graphics and trippy visuals), all three are sucking you in so deep into their worlds, it's literally insane. And all three can be played for hours, without any kind of headaches or nausea..
#24
Posted 05 February 2018 - 06:12 PM
I just got a psvr a few weeks ago. For health reasons, I can't fully test everything but I'll say the PSVR provides an excellent experience considering the price point and I love the AIM controller, man Farpoint is fantastic! In saying that, although I have the big 3 VR solutions, my fav is the Vive, followed closely by the Rift. I love being able to walk around thé Zaccaria tables in VR and it's actually gotten better physics wise and for pinball, there's no lag in VR!
Hopefully I'll be able to play RE7 on the PC, lots of rumours about exclusivity now ended for PSVR so hopefully they are coming out with a PC patch...
Hopefully I'll be able to play RE7 on the PC, lots of rumours about exclusivity now ended for PSVR so hopefully they are coming out with a PC patch...
#26
Posted 11 February 2018 - 03:48 AM
As far as I'm concerned VR pinball is perfected. Other than some key mapping FX2 VR is there. Absolutely perfect presentation, and physics I thought I would not live to see in a computer game.
Hopefully PA will equal that.
VR it's self, on the other hand, has a long way to go. But it will come,
Looking more like glasses than the headsets we have now, with resolution so high the human eye would not be able to tell if they upped it, and a field of view like you have looking out of your eyes but not through a tube. Inside out tracking, and wires long gone. images projected directly on to your eye, And latency a forgotten word.
The 3rd generation will probably be truely nice. I would usually say like 5th gen, but these things have to have a massive appeal boost which you don't get from the oohs and awes of previous owners come next gen. For example we would like them half the size, but prospective buyers seeing something 4 or 8 times too big.
A lot of you guys are going to have the perfect controller device for them too!!!
Edited by Shockman, 11 February 2018 - 03:53 AM.
#27
Posted 05 April 2018 - 09:54 PM
Hey Slydog43, could you or anybody else please give me a little advice here? I dont get how to activate steroscopic mode here. I am using a rift and I just changed the settings in bigscreen to SBS, but nothing happens and I just got 2 different screens that show the same, no 3D at all. Could you please give me a step by step tutorial? I did everything you mentioned: "Run bigscreen and then run VPX, pick Stereo SBS, then choose SBS under screen config in bigscreen". I just dont get where to "pick Stereo SBS". Thanks mate!
Btw, I think it is time for a native VR support in VP. You guys think this is something that could be included in a future release or do we need a "plugin" like BAM for future pinball?
Edited by blindpeser, 05 April 2018 - 09:57 PM.
#29
Posted 06 April 2018 - 02:54 AM
If he is talking about opening vpx table and then pick Stereo SBS,
(Not for sure about this because i have never tried it.)
With VPX table loaded into editor, at top of editor Click "Preferences" tab, then click Video Options.
Towards the lower left in Video Options menu, you will see "3D Stereo Output".
I think you need to "pick Stereo SBS" option here. (I could be wrong though as I have never messed with this.)
Hope this helps you.
CHECK OUT THIS TUTORIAL http://www.vpforums....howtopic=32515
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
TO USE DB2S BACKGLASS PROGRAM WITH DESKTOP TABLES ON 1 MONITOR
#31
Posted 06 April 2018 - 10:07 PM
Awesome guys! I was able to start it in VR. Now I have to find the best setup and then I am going to start a game. Honestly I liked what I saw. I started the latest Funhouse table. It looked good, but the Future Pinball version is much more immersive. Unfortunately there seems to be a bug on the flipper physics on FP in general. There is a new feature in BAM which maybe fixes this, I didnt try it yet. Since I always liked the physics in those VP videos I watched, I guess VP is the way to go. Would be awesome to have VR support in VP one day. A whole cabinet, a game room and head tracking would be fantastic.
#32
Posted 08 June 2018 - 08:34 PM
OK, I had the opportunity to test this. Unfortunately my current gpu (gtx 970) is too bad for a smooth game. But what I saw lets me dream of a vp11 that supports real 3D. Currently I wish there was a hybrid that contains the best from VPX and FP. This would be the best Pinball game around.
#33
Posted 20 June 2018 - 08:50 PM
#34
Posted 01 January 2019 - 11:44 AM
I had some free time during the last few weeks, so I started to port Visual Pinball to OpenVR: https://www.youtube....h?v=-7Dcddo8Onc - it is still a lot of work to do (bugs, performance, features), but it is a start and I could need some help from some beta testers. Sourcecode and binaries can be downloaded from https://sourceforge.net/projects/vpvr/
Edited by Caligula_, 01 January 2019 - 12:20 PM.
#35
Posted 02 January 2019 - 04:08 PM
I had some free time during the last few weeks, so I started to port Visual Pinball to OpenVR: https://www.youtube....h?v=-7Dcddo8Onc - it is still a lot of work to do (bugs, performance, features), but it is a start and I could need some help from some beta testers. Sourcecode and binaries can be downloaded from https://sourceforge.net/projects/vpvr/
Wow, good work. Does this use FSS tables?
You may want to start a new thread on this for it to get the right attention (perhaps titled OpenGL port with VR support).
Cheers
Rob
#36
Posted 26 January 2019 - 05:36 PM
Short update: I've uploaded a new version that fixes some bugs and increase performance. The IJ now runs with ~45fps on my i5-4590 with a 970 GTX (the old version was running with 20-25fps). Not perfect, but much better. Next steps will be better backglass support and the metal rendering issues (I will still work on the performance and also fix other bugs).
@robbo43: I'm using regular tables, but FSS should work too.
#37
Posted 27 January 2019 - 10:48 AM
Slydog43:
How did i manage miss this? Looks awesome
Just stumbled across this topic
Using Samsung Odyssey Plus, anyone i wonder if anyone else got it to work with this?
Toxie:
No doubt the PS VR is most plug n play product available, the price is quite cheap too.
Sony has lot of cash for the developers to make games only for the PS VR.
The Loafer:
Sony pays for the development of games for their hardware (similar to Facebook/Oculus)
So sadly, porting the games to competing platforms is doubtful.
Shockman:
- FOV: Pimax and StarVR allready have big enough FOV.
- Wireless: Vive has 2 Wireless options.
- Unfortunately Nvidia does not have any competition, so GPU developments speed is really slow.
Caligula_:
Nice work!
#38
Posted 28 January 2019 - 02:45 AM
Wow! the true 3d rendering is incredible. Blew me away, Your utube video doesn't do it justice.
You can put your head anywhere on the table and look from any prospective even underneath looking up at the bottom of the rendering.
I recently got a Wireless Htc Vive and Alienware PC setup from someone for half price, he was moving and needed the money.( Also have a spare Radeon RX580 OC 8gb from the deal I might sell separately on the cheep.)
When I saw your post last night, I thought I'd give it a try. I did a fresh all in one vpx10.5 installer, downloaded your zip from source forge, dropped the files into the Visual Pinball directory and ran your VPX executable.
The play area of the VR setup is in the same room as my Vpin cabinet, So I set the position of the VRVP pin simulation to the same location as my Pincab. Then I ran the USB cable from the Virtuapin controller with a couple extension cables into the VR PC. This allowed me to have the buttons, plunger and nudging from my cab working in the VR rendering. So I'm standing at the Pincab with the head set on using my pin cab controls, far out!
I noticed on Tron the colored edges on the ramps didn't render.
On ACDC the laser on the gun didn't render either.
The Flashers seem to emit a glare that's distracting.
But the other lighting is excellent the way thing light up, you would have to see it, I can't explain.
One question I have what resolution is the Vive being driven at??
I don't see any way to set the resolution in VPX, it only shows the computer monitor in settings, not the headset.
The HTC Vive runs at 1080 x 1200 pixels per eye (2160 x 1200 pixels combined)
The table could be a little sharper so I'm hoping it a resolution setting issue.
I don't know how you got the playfield and backglass to display like a FSS table, but it's great!
Thanks for sharing your work, and thanks to the VP developers for building 3d support and VPX itself, VP just gets better all the time!!
Rich
Edited by RYSr, 28 January 2019 - 02:53 AM.
#39
Posted 28 January 2019 - 05:55 PM
I had some free time during the last few weeks, so I started to port Visual Pinball to OpenVR: https://www.youtube....h?v=-7Dcddo8Onc - it is still a lot of work to do (bugs, performance, features), but it is a start and I could need some help from some beta testers. Sourcecode and binaries can be downloaded from https://sourceforge.net/projects/vpvr/
Wow, this is awesome! Great progress this totally deserves it's own thread! ![]()
Took me a while to find the table as it was behind me before adjusting the settings. ![]()
#40
Posted 03 February 2019 - 12:32 AM
awesome job on this. Works with my rift no issues. Only two questions:
1) Can you recenter the table with a button like in so many vr games? If not, how do you change to rotate the table not just up down left and right?
2) Table and backglass show fine but the DMD screen is not where it should be. Where do I change it so i have the dmd score on the table as well? Backglass also doesn't seem to have lights...batman DE.
Edited by delt31, 03 February 2019 - 04:14 AM.



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