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#901 Rawnei

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Posted 08 August 2019 - 09:13 AM

I'm having a really strange problem getting VR working. I've got a Rift S and Steam VR beta 1.7.1

 

I loaded the VR plugin (10.6.0 3735 32bit) and loaded up the TAF VR table (v2.1_VR0.8.9) 

 

  • Steam VR starts and connects
  • VR Preview pops up on the monitor
  • but I get a black screen in the Rift...

 

Sound comes through the rift fine,head tracking works (judging by the VR preview window), just no image in the headset.

I tried using INS and 0 to reset the view, but still nothing in the headset.

 

  • Should I be using the 64 bit version?
  • Do I have to reset the VR position variables? (i didn't touch them and didn't think i needed to since it showing in the VR preview)
  • Should I start by "zeroing" then out and go from there?
  • Maybe my Steam VR version is the issue?

I'll try playing around with it more, but I wanted to ask the community in case I'm just missing basic.

 

Have you tried looking in all directions see if you can see the table anywhere? Like behind you? Just ruling out positioning.



#902 Caligula_

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Posted 08 August 2019 - 02:37 PM

 

I'm having a really strange problem getting VR working. I've got a Rift S and Steam VR beta 1.7.1

 

I loaded the VR plugin (10.6.0 3735 32bit) and loaded up the TAF VR table (v2.1_VR0.8.9) 

 

  • Steam VR starts and connects
  • VR Preview pops up on the monitor
  • but I get a black screen in the Rift...

 

Sound comes through the rift fine,head tracking works (judging by the VR preview window), just no image in the headset.

I tried using INS and 0 to reset the view, but still nothing in the headset.

 

  • Should I be using the 64 bit version?
  • Do I have to reset the VR position variables? (i didn't touch them and didn't think i needed to since it showing in the VR preview)
  • Should I start by "zeroing" then out and go from there?
  • Maybe my Steam VR version is the issue?

I'll try playing around with it more, but I wanted to ask the community in case I'm just missing basic.

 

Have you tried looking in all directions see if you can see the table anywhere? Like behind you? Just ruling out positioning.

 

Do you have an AMD graphics card? There is a bug (which could be fixed worked aorund with an older driver version) where the preview window is showing the tables, but the HMD was black.



#903 KaiAtaris

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Posted 08 August 2019 - 06:12 PM

 

 

Have you tried looking in all directions see if you can see the table anywhere? Like behind you? Just ruling out positioning.

 

 

Yes I tried walking as far I as could within the boundary and physical playarea hoping to see the edge of something

 

Do you have an AMD graphics card? There is a bug (which could be fixed worked aorund with an older driver version) where the preview window is showing the tables, but the HMD was black.

 

 

AH! I am using a Vega 56 - I'll look up more information about the bug and see which driver version I should use.

Thanks for the tip! I'll reply back after I try other drivers.



#904 KaiAtaris

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Posted 09 August 2019 - 02:02 AM

I used DDU to get rid of the Adrenalin 19.7.1 and went back to 19.5.2 -> no luck

 

Backed out of the SteamVR beta files : 1.7.2 back to 1.6.10 -> no luck

 

I am getting an error from the backglass server that I forgot to mention:

 

Object reference not set to instance of object

 

Maybe the Backglass server is trying to use the HMD exclusively and it's black (blank) and throws the error cause there is no backglass file to load?

(i didn't see a .directb2s file to download for this version of TAF, i assumed it was built into the .vpx)

 

https://www.dropbox....fjwKDX.jpg?dl=0

VPinballX_GL_OxcGfjwKDX.jpg?dl=0


Edited by KaiAtaris, 09 August 2019 - 02:04 AM.


#905 KaiAtaris

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Posted 09 August 2019 - 06:47 AM

Ok, after DDU again,

updating BIOS,

updating chipset drivers,

and a different set of adrenalin drivers 19.10.6 (from the mobo manufacturer)

going back to Steam beta 1.7.2

 

still no luck

 

I tried the openvr_api.dll used by openComposite and it almost worked -

i saw that is was trying to load Visual Pinball 10.6.0 ( the loading card came up with the VP icon) 

but the app would go "Not Responding" once the loading bar filled up

 

But then that got me thinking... I do normally see a loading card when loading Steam VR games into the Rift -

Because when I run a Steam VR game, it gives me the choice of running the app with the Steam API or Oculus API.

Using VPinballX_GL.exe, don't get the SteamVR prompt to choose - so it may be defaulting to regular Steam API 

 

 

https://www.dropbox....7DXD0p.png?dl=0



#906 MrPomme

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Posted 09 August 2019 - 09:11 PM

Installed to test it with my rift after some issue thbaks to this thread I manage to solved most of them.

 

And it's very good , it so much real than my pincab, the rendering is sooo incredible I didnt expect that much of details on the tables  I was used witht he vpx rednering.

 

it's amazing the work done by the table designer that is clearly not render as good as it should with the traditionnal vpx.

 

There is sill some slowness with sampling 200x despte my gtx2080 and i9 9900K with mutliball (in medievla madness for instance) but the feeling is incredible for a beta.

 

The graphism are still a bit lower than on dtern arcade (it's cleaner on stern arcade despite the slow resolultion of the rift ).I don't knwo if it(s due to the table itself  ot the rendrring

 

I wonder how better it should look on a valve index or rifts S vs my current rift .



#907 gear323

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Posted 09 August 2019 - 11:28 PM

Installed to test it with my rift after some issue thbaks to this thread I manage to solved most of them.

 

And it's very good , it so much real than my pincab, the rendering is sooo incredible I didnt expect that much of details on the tables  I was used witht he vpx rednering.

 

it's amazing the work done by the table designer that is clearly not render as good as it should with the traditionnal vpx.

 

There is sill some slowness with sampling 200x despte my gtx2080 and i9 9900K with mutliball (in medievla madness for instance) but the feeling is incredible for a beta.

 

The graphism are still a bit lower than on dtern arcade (it's cleaner on stern arcade despite the slow resolultion of the rift ).I don't knwo if it(s due to the table itself  ot the rendrring

 

I wonder how better it should look on a valve index or rifts S vs my current rift .

 

Going from the Rift to the Index is really a pretty big difference. 



#908 flupper1

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Posted 13 August 2019 - 02:44 PM

I got my brother's HTC vive working and tried VPVR: it is really something! Since my cabinet is attached to my fast PC, I can use the cabinet (while it is off, but with the buttons working) while wearing the vive. In the VP VR it was easy to position the virtual pin exactly as where my physical cabinet is. It runs very smooth! Unfortunately the resolution of the vive is not so good and the screendoor effect is quite visible, so you miss a lot of the 4k textures I made for Totan. But the good news is: Totan looks quite nice! As long as you do not look at it from the side (that is like meeting the wizard of oz behind the curtain), it gives good 3D effect and textures. The things I would have to change for a VR version are:
- screws are not 3d objects for performance reasons, in VR they have to be 3d
- maybe alternative ramp textures (like in white water, fake refraction)
- a mancave around the table (with a lifesize genie...)

Edited by flupper1, 13 August 2019 - 04:07 PM.


#909 blindpeser

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Posted 13 August 2019 - 03:59 PM

@flupper1: The Vive is pretty much old fashioned. We are about 2 gens ahead meanwhile. Current gens are hmds like pimax 5k+ and valve index. If the small fov doesnt bother you, get a Samsung Odyssey+ for 300 bucks.

#910 3rdaxis

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Posted 13 August 2019 - 04:26 PM

Patiently waiting for the Oculus Rift S being delivered today. Should be the push I need to finish the next VR room. 


Edited by 3rdaxis, 13 August 2019 - 04:27 PM.


#911 Rawnei

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Posted 13 August 2019 - 04:44 PM

I got my brother's HTC vive working and tried VPVR: it is really something! Since my cabinet is attached to my fast PC, I can use the cabinet (while it is off, but with the buttons working) while wearing the vive. In the VP VR it was easy to position the virtual pin exactly as where my physical cabinet is. It runs very smooth! Unfortunately the resolution of the vive is not so good and the screendoor effect is quite visible, so you miss a lot of the 4k textures I made for Totan. But the good news is: Totan looks quite nice! As long as you do not look at it from the side (that is like meeting the wizard of oz behind the curtain), it gives good 3D effect and textures. The things I would have to change for a VR version are:
- screws are not 3d objects for performance reasons, in VR they have to be 3d
- maybe alternative ramp textures (like in white water, fake refraction)
- a mancave around the table (with a lifesize genie...)

 

You should also try TAF 3rdaxis version that has a mancave. :)



#912 flupper1

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Posted 13 August 2019 - 05:19 PM

Yes I did, it is great!

#913 The Loafer

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Posted 14 August 2019 - 01:46 AM

A lot of people made light of the upgrade from Rift to Rift S as more of a 1.5x. If you take into account the lack of IPD and the lower quality sound, I get that. but if you are lucky enough to fit within the IPD range of the rift S, it's a full blown Rift 2.0, at an extremely attractive price point. The increase in clarity is beyond what I expected and it is inching closer to "ok, I'm all in" for VR pinball.

Really looking forward to reading on your thoughts of the Rift S 3rdaxis. It has seriously blown me away, that and the Oculus Quest I thought on release were mistakes from Oculus but in reality, they released two excellent products.

I'd still love a Valve Index, even with the ongoing controllergate BS, but they don't want to sell to Canadians, so as we say in Canada: Up yours Valve! LOL

Edited by The Loafer, 14 August 2019 - 01:47 AM.


#914 3rdaxis

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Posted 14 August 2019 - 03:58 AM

I might just be one of those people Loafer.. 

Picked up a Rift S today and here are my "initial" thoughts. (Keep in mind this is only my first day with them and my opinion may change in the future)

 

Cons.

1) Visuals. I appear to not be one of those people lucky enough to fall into the now locked IPD and out of the box there was zero visible difference or at least nothing that my 50 year old eye's could notice within VPVR. 

In fact for me it was worse then the CV1 unless I wear my glass's which is a pain in the ass. I really need to move them around and position them to get the best result and into that sweet spot. 

 

2) You can't tilt the headset and move it around to get into it's focal point easily because it's locked in now. 

 

3) To get to where I was with the CV1 the SS still needs to be set to 1.25 and anymore causes a major lose in frame rate. Not blown away.

 

4) No increase in FOV (disappointing)

 

5) Audio. Lol oh boy. There may as well be none with the Rift S. I was shocked at just how poor it was the first time I played TAF. Even as a audiophile wacko that I most definitely am it was laughable. There is no bottom end what so ever, poor highs that roll off sharply below 2.5k and very weak mid's with no personality at all. It sounds as if the speakers are inside the headset and piped through a couple of tiny little holes which is exactly what it is. I am waiting for my Koss Porta Pro's and I'm sure these will take care of the problem. A fantastic set of headphones designed in 1985 that haven't changed since. https://www.youtube....h?v=_racm9I0eMk Designing the adapters and 3d printing them now so if you fancy an upgrade I can send you the .STL file. I guess in a way this may be a blessing in disguise because if there is a problem with the speakers (which my CV1 as suffered irreversibly from) they can easily be replaced which in a way is a pro but, it sucks that I now have to have yet more wires hastily wrapped in and around the headset for the aftermarket headphones and plugged into the side like Frankenstein's neck bolt. 

 

6) U.I. This is by far my biggest complaint with the Rift S. Every time I put the headset on and off the view needs to be reset because of the inside out tracking. You can imagine how much of a pain this will be when someone like myself is building a room and tweaking settings back and forth. Boo.  :thmbdn: I did not have to do this with the CV1. And whats worse is the keyboard I use does not have a number pad so I have to assign it to one of the buttons on my pinstubby and or install a dedicated button which I am reluctant to do mostly because the "Rec Room" and or "Rec Table" does not reset the height which is a problem. I have to go back and change the Z value it seems every time hovering between 100 and 125. I have to do more testing but it general it kind of sucks. Now when I show someone I have to either reset the view for them or tell them too stand still look straight forward and hit this button "what button?" the one in front of you to the right of the thing and below the other thing but slightly to the left. lol ugh.

 

Pros.

1) Price. $400 USD is a bargain for these considering what you get except that now, you can get the CV1 for around $200 used which is half the price of the Rift S. (Or for free if you have a good friend that has upgraded to the Rift S;)

 

2) Performance. It does seem to be better in spite of me needing to increase the SS to 1.25. This is especially noticeable when moving from left to right. The CV1 would stutter and this seems to be more rock solid so that's a thing. 

 

Final thoughts.

I would say that over all if you already own a CV1 and use it for little else other then VP I'm sorry but, I would stay with it and not go for the Rift S quite yet. If this is your first headset and also only plan on using it for VP then I would lean (barely) towards the Rift S yes but you WILL need to upgrade the audio because I God damn said so, lol.. These are the ones to get. https://www.amazon.c...1?ie=UTF8&psc=1 Keep in mind that you will need the adapter to have them mounted on the headset. If you plan on doing other VR games and experiences then the Rift S is a definite buy. 


Caligula_  Thank you. I noticed you gave us the option to increase the room size (VR Far Plane. 600 is good for the TAF room) You have now given me the ability to make any size room I wish:) Awesome. You can all expect great things in the future. 


Edited by 3rdaxis, 14 August 2019 - 06:45 AM.


#915 The Loafer

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Posted 14 August 2019 - 04:02 PM

Hey 3rdAxis: a few recommendations for you:

FOV: There is a slider that allows you to move the lenses closer to your eyeballs. This works to restore the FOV to at least as good as it was before and to me, maybe a bit better. Of course if you wear your glasses, not much can be done with that.

View: I don't understand this, to me its no different than it was before. You have to set up your roomscale area. Once you do that, it should reposition you appropriately, the inside-out tracking should not have an effect on this, it's all about your guardian boundaries, just like before with the external sensors. FYI, I believe it saves up to 5 different roomscale areas, so I have mine set around my pincab pc and one in my 'VR" room where the Vive used to rule. Don't get me wrong, I do have to recentre but I had to do that on the original Rift or Vive too, so perhaps it's just me misunderstanding what you mean. I have the same problem you have, wireless keyboard with no numeric keypad but the vpx vr devs recently added the ability to remap the "recentre" button, you will find it in the same location as the other keys (settings/keys? Can't remember, working right now). So I mapped it to another key. Also for inside the rift/vr, if you are not aware you can set up a "watch" of sorts on one of your controllers and can recentre from there I think so easy to use (I think not sure as I've not used the Rift S in a couple of weeks as I have sent one of my controllers in and... well that Oculus Quest thing again LOL)

IPD: what is your IPD. You can download an app for free on your mobile phone that can assist. If you fall out of the norm (I think between 59-66, not sure on this) then yeah the headset may not be for you. The reason why they didn't add a physical IPD slider is because while the rift was using two separate lens/screens, the rift S uses just one screen, so it can't move. THey have a software IPD that can assist a bit, but yeah if you are out of range, forget it the rift S isn't for you. HOWEVER, incompatible rift S IPD can def affect the scale of what you see and can cause discomfort (unbearable I hear) but it should not make it that you can't notice the big difference in clarity. Two things can cause this:

- Focus distance: discussed more later but yeah depending on eye sight, where you didn't need glasses before, you may need to use them now, or contacts, or order custom prescription lense

Or

- I think the rift S ships with these little plastic covers on the lenses that blurs the pic. So obviously I know this is a stupid question man so don't take it personal but... did you remove them? LOL

The focus distance has changed on the Rift S. I am near sighted so can't see too well far away. On the original Rift, I had to use customs lenses (since I can't use contacts), especially for my weaker left eye. It is one of the reasons why I preferred the Vive, didn't need to use glasses or lenses. I think for the Rift S, they've made it more like the vive where the focus distance is a little closer so now like my old Vive, I don't need to use the glasses. It's not perfect for the left eye but acceptable and I dont get eye strain
One final thing, to quote Steve Jobs: some people are using it wrong. There's a few youtube videos that show the placement of the halo means it can be placed differently depending on the shape of our heads. For some, you need to place it so that the hmd tilts down a bit

Best thing is to first place it with both your hands, then have someone else tighten the straps (keeping in mind to ensure the back of the straps cradles the back of your head as best as possible. I am lucky for that, look like I must have a zucker type shaped head lol

#916 blindpeser

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Posted 14 August 2019 - 06:58 PM

I'd like to hear opinions from people that have both, a oddyssey+ and a rift s.

#917 snart

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Posted 16 August 2019 - 05:26 PM

Appreciate if anyone can share any performance tips. I have an i7-7700HQ with 16GB ram and a GTX1070, and I can always max out settings on flat and VR games. But here, the game is always a bit "jerky". Even when I dial everything down significantly. 

 

Thank you!



#918 Rawnei

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Posted 17 August 2019 - 07:01 AM

Appreciate if anyone can share any performance tips. I have an i7-7700HQ with 16GB ram and a GTX1070, and I can always max out settings on flat and VR games. But here, the game is always a bit "jerky". Even when I dial everything down significantly. 

 

Thank you!

 

What headset do you have? It could be frame smoothing taking place, for instance if you got an Oculus headset you can disable ASW by hitting ctrl+num1 in-game, ASW 1.0 will make things looks exactly like that "jerky".



#919 snart

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Posted 17 August 2019 - 12:15 PM

What headset do you have? It could be frame smoothing taking place, for instance if you got an Oculus headset you can disable ASW by hitting ctrl+num1 in-game, ASW 1.0 will make things looks exactly like that "jerky".

 

Rift S. A reboot seems to have sorted out most my issues. I was also fixated on the Adams Family VR table, but still can't get that to perform well without turning all the graphics options down, which makes everything a bit of a blurry mess.



#920 Slydog43

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Posted 17 August 2019 - 03:43 PM

Just a heads up for people that have an Oculus Quest, Pinball FX2 VR works really well with my PinStubby and PinMicro.  I was in the process of retrofitting my "pinMicro" with a bluetooth X-Box 1 S controller and decided to try out the one I had already installed in it.  It worked!!!! couldn't believe it, plays perfectly.  Now its so easy to show pinball to non pinball people out in the wild.