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VP with VR headset
Started By
Slydog43
, Aug 04 2017 01:52 PM
2044 replies to this topic
#61
Posted 22 February 2019 - 02:57 PM
T2 table also shows a extrange blue line of pixels, outside the pinball cabinet, floating in the right side.
About cpu bottleneck seems to be there, but i think optimization should be arrive latwr.
Imho I’d prefer Caligula use his free time to complete full funcionalities or fix bugs before thinking about optimizing.
@caligula: 2080ti with i5 4th gen sure is not working fully. In any case it must be great seeing full supersamplig without framedrops.
Hope This weekend I could make some more testing.
About cpu bottleneck seems to be there, but i think optimization should be arrive latwr.
Imho I’d prefer Caligula use his free time to complete full funcionalities or fix bugs before thinking about optimizing.
@caligula: 2080ti with i5 4th gen sure is not working fully. In any case it must be great seeing full supersamplig without framedrops.
Hope This weekend I could make some more testing.
#62
Posted 22 February 2019 - 10:37 PM
This going to be more fantastic every minute I spend on it. Thank you very much Caligula_!
I had some performance issues but at the moment VPVR runs smoothly. Here is what I did: 1. overclocked GPU, 2. changed some VP video/graphic options: unchecked Ball trails, FPS limiter: 90, maximum pre-rendered frames:0, element details level 7, 3. unchecked most options in editor/UI options, 4. made a change on the steamvr video option when VPVR was started: checked the option "manual override" ( "manuelle Überbrückung" in german). steamvr told me that 198% is the best value for my GPU and HMD combo for VPVR. So I decreased that value and the result was great. No stuttering and blurry ball anymore (maybe in multiball from time to time).
I get no error codes when I start a table anymore, had to update Pinmame (make sure you run version 3.1) and my scripts. If you have issues, let me know here and I give you a short tutorial.
Edited by blindpeser, 22 February 2019 - 10:40 PM.
#63
Posted 23 February 2019 - 06:41 AM
Stunning!
Thank you so much for doing this Caligula. We've had several pinballs in VR now, this is one of the best. VPVR is up there with the visual quality of Zacarria, just as playable, and totally hammers Stern Arcades poor effort in to the ground with it's poor scaling, slowdown and awful dmd lag.
Understandably there's a ways to go, but the initial work is incredible, everything runs flawlessly on my highend system. If I may, can you make re-centre view next on the list.
#64
Posted 23 February 2019 - 10:19 AM
Cant do anything else but play VPVR at the moment, my girlfriend is pretty angry already. We need a gameroom to get rid of the HMDs godrays and for an even better immersion. But it shouldnt take too much resources. There is a simple possibility in Future Pinball to add 2 textures for a floor and a wall, Is there something similar in VP?
Edited by blindpeser, 23 February 2019 - 10:19 AM.
#66
Posted 23 February 2019 - 12:53 PM
+1 for recenter button, what tables do people think look the best with the custom VP version?
Yeah, a recenter button would be amazing as well.
Almost everything I tried so far looks and plays awesome: Funhouse, NBA Fastbreak, Attack from Mars, Diner, Black Rose, CftbL
Just have the issue that I have some missing flipper and target sounds. When I installed VPX I was asked if I am using Doflinx. Maybe it is due to that.
Come on guys, let us share our experiences here.
#67
Posted 23 February 2019 - 01:21 PM
+1 for recenter button, what tables do people think look the best with the custom VP version?
Black Rose for sure. I dig the colours, and everything is so pin sharp (SS 2.0) and scaled perfectly.
The Twilight Zone would be another that'd shine in VR because of the rich colours on the dark playfield.
#68
Posted 24 February 2019 - 08:14 AM
@Caligula
Amazing work! Congrats!
This is really great. only T2 has a working backglass but the tables play really good. Thanks. Looking forward to updates to this
I now got the B2Sdirect backglasses installed and now I have backglasses in game. They are not animated nor can I see the DMD in VR on most tables. Is that a limitation of the software so far or is there something I can do to to get it working?
Edited by gear323, 24 February 2019 - 05:19 PM.
#69
Posted 24 February 2019 - 11:01 PM
DMD is hit and miss.
Working tables with DMD are fairly numerious though, i'll list a few.
Twlight Zone, Black Rose, Medevil Madness, Addams Family, WCC94, STNG.
There's a fair few of my favourites that don't currently, and obviously many I've yet to try, but that's a fairly sterling little list.
#70
Posted 24 February 2019 - 11:22 PM
OMG, this is incredible. I had to change the separation value under 3d settings to get it to display correctly. NOW its incredible, I mean this is really insane. VP devs have to try this out!! Can't wait for more features. I will make a video of this, but of course you can't tell how great it looks in the headset. Thanks for this great idea and Vp for being open source!
SMAA has to be turned off I think for this to work.
Edited by Slydog43, 25 February 2019 - 12:20 AM.
#71
Posted 24 February 2019 - 11:33 PM
OMG, this is incredible. I had to change the separation value under 3d settings to get it to display correctly. NOW its incredible, I mean this is really insane. VP devs have to try this out!! Can't wait for more features. I will make a video of this, but of course you can't tell how great it looks in the headset. Thanks for this great idea and Vp for being open source!
@slydog43
I thought Caligula_ said previously that the offset, separation and ZPD settings had no effect?
What setting value did you use and what exactly did it improve?
What headset are you using?
Rich
#72
Posted 24 February 2019 - 11:36 PM
Very strange, I changed the separation value by adding a 1 to it and it worked. I can now change it back to the old value and it works. Not sure why. FSS tables look the same as the old tables before I changed/rechanged back the separation value. Not sure whats going on but this is incredible!!!!!!!
#73
Posted 24 February 2019 - 11:42 PM
Very strange, I changed the separation value by adding a 1 to it and it worked. I can now change it back to the old value and it works. Not sure why. FSS tables look the same as the old tables before I changed/rechanged back the separation value. Not sure whats going on but this is incredible!!!!!!!
@slydog43
What improved, did it clear up the focus, was it a little blurry and hard to read the inserts before?
I agree it is incredible how real the tables look, like the real thing!
Hope it makes it's way into the normal release when finished..
Edited by RYSr, 24 February 2019 - 11:55 PM.
#74
Posted 25 February 2019 - 12:25 AM
What improved for me was just being able to see the table with both eyes open. I have changed many settings and some do effect the table and prevent this from working correctly. If I don't see 2 tables on the monitor I know that the VR heaset will not show correctly, so its not that big a deal to find the bad setting(s). T2 looks really great as it has the full cabinet and backbox rendering. I just showed 3rdaxis and he will add more 3d models to his stuff.
Do others see a blue circle (I think the seated version of chaporone) around the table?
Here is a shitty video of me playing a table in VR with my PinStubby.
Edited by Slydog43, 25 February 2019 - 12:57 AM.
#75
Posted 25 February 2019 - 01:09 PM
Another step forward I think. I was wondering how well this would work with an Oculus GO streaming from PC with ALVR. Although its only 3DOF you get the idea of how this stuff works. I can't wait for the Oculus Quest with 6 DOF and this will be awesome (wireless with 6DOF). I had to adjust the VR table x & Y along with Height (very nice that stuff was added) to get table in center of view since you can't just move around with the Go. pretty neat I must say. I was hoping for clearer table since the GO has much better screen than Rift, but was just as blurry. Will be working on that next.
#76
Posted 25 February 2019 - 05:50 PM
Do others see a blue circle (I think the seated version of chaporone) around the table?
Try steamvr developer options: 1. "large space" 2. "quick calibrate"
Also check these threads:
https://www.reddit.c...ne_in_steam_vr/
https://steamcommuni...84375430301598/
#77
Posted 25 February 2019 - 06:03 PM
OK my friends, I got some breaking news for you. You are annoyed by some ugly flasher and bulb refllections which kill the experience on some tables? I just tweaked a bit around and found out how to get rid of those.
1. locate the responsable flasher/bulb during the play
2. Find that flasher/bulb(light) in the editor (check all 11 layers, sometimes it needs a bit time to locate)
3. Flashers: Reduce those values until you have a good result: "amount", if not changeable: "opacity"
4. Bulbs: it depends, just tweak around a bit and decrease some values on: falloff power, intensity, halo height, scale mash, I have modulate on 1 and transmit on 0. Have no idea if this effects anything. You have to know that some bulbs are "unvisible" in the editor. Just mark a light, a right mouse click on it shows all other lights near that position to you.
Just did it on twilight zone and the result is breath taking.
Now I need a game room (wall and floor), a working backglass, a recenter button and some rumble on my pinsim. I couldnt be more happy then!
I highly recommend these threads by the way:
https://www.vpforums...tutorials&cat=9
https://vpinball.com...ge-calibration/
If the nudge is too strong for you, you have to make changes in the script, as mentioned in the link above.
Btw, did anyone managed to put the DMD on NBA Fastbreak into the backglass?
Edit: Just "finished" BK2K: just wow.
1. locate the responsable flasher/bulb during the play
2. Find that flasher/bulb(light) in the editor (check all 11 layers, sometimes it needs a bit time to locate)
3. Flashers: Reduce those values until you have a good result: "amount", if not changeable: "opacity"
4. Bulbs: it depends, just tweak around a bit and decrease some values on: falloff power, intensity, halo height, scale mash, I have modulate on 1 and transmit on 0. Have no idea if this effects anything. You have to know that some bulbs are "unvisible" in the editor. Just mark a light, a right mouse click on it shows all other lights near that position to you.
Just did it on twilight zone and the result is breath taking.
Now I need a game room (wall and floor), a working backglass, a recenter button and some rumble on my pinsim. I couldnt be more happy then!
I highly recommend these threads by the way:
https://www.vpforums...tutorials&cat=9
https://vpinball.com...ge-calibration/
If the nudge is too strong for you, you have to make changes in the script, as mentioned in the link above.
Btw, did anyone managed to put the DMD on NBA Fastbreak into the backglass?
Edit: Just "finished" BK2K: just wow.
Edited by blindpeser, 26 February 2019 - 02:26 PM.
#80
Posted 26 February 2019 - 01:36 PM
Hi Caligula_
I tried a build in VS2017 with today's SourceForge VPR snapshot, I had to install the XP for C++ extension first before the solution would load. The build failed with a lot of linker errors. I am not a C++ programmer (yet).
[snip]
86 linker errors
EDIT 28 Feb 2019: My bad. I had build set for x64 (so used to that setting for my Unity C# projects). Switched to x86 build and it compiled fine.
>Done building project "VisualPinball.net2017.vcxproj".
========== Build: 1 succeeded, 0 failed, 0 up-to-date, 0 skipped ==========
Edited by hlr53, 28 February 2019 - 09:52 PM.
Former Cab: 40" Haier, 28" I-INC, i7-6700, 1080 GPU, v3DMD, 4D7 solenoids. Altec-Lansing speakers and sub. Artwork by Stuzza. Printing by Brad Bowman. VR HP reverb



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