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VP with VR headset


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#81 Slydog43

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Posted 26 February 2019 - 03:20 PM

Table will fail to load if SCSP reflections are turned on.  Do you think this will ever get merged into the Normal VPX builds?



#82 japdos

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Posted 26 February 2019 - 05:22 PM

@hlr53
I think is not a good idea to post huge compiler log msgs.
Caligula is busy for coding now as he said, so i guess it is better to let him finish the other task instead dumping linker errors, probably due to wrong project settings in your vs2017.
He also said we can contact him in case of building problems but i guess he means private msging.
In any case, caligula warning us source code wont be as optimiZed than already built in binary version so Imho it is not the way to go.

#83 toxie

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Posted 26 February 2019 - 05:31 PM

Table will fail to load if SCSP reflections are turned on.  Do you think this will ever get merged into the Normal VPX builds?

 

I merged a couple of minor changes from that to VPX, and Caligula did that, too, but not the major VR and B2S and OpenGL changes yet, as it's simply way too experimental still. But we're constantly on it to have the two versions not diverge too much and at some point in the future to unify them.



#84 Rawnei

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Posted 26 February 2019 - 07:22 PM

 

Table will fail to load if SCSP reflections are turned on.  Do you think this will ever get merged into the Normal VPX builds?

 

I merged a couple of minor changes from that to VPX, and Caligula did that, too, but not the major VR and B2S and OpenGL changes yet, as it's simply way too experimental still. But we're constantly on it to have the two versions not diverge too much and at some point in the future to unify them.

 

 

Awesome Toxie! Nextgen VR headsets with native VPX-VR is like a future dream come true! :love39:



#85 Slydog43

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Posted 26 February 2019 - 08:32 PM

 

Table will fail to load if SCSP reflections are turned on.  Do you think this will ever get merged into the Normal VPX builds?

 

I merged a couple of minor changes from that to VPX, and Caligula did that, too, but not the major VR and B2S and OpenGL changes yet, as it's simply way too experimental still. But we're constantly on it to have the two versions not diverge too much and at some point in the future to unify them.

 

This is exactly the answer was was hoping for.  The future is surely very bright!



#86 japdos

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Posted 26 February 2019 - 08:46 PM

@Slydog43  @Toxie .... sorry...I'm lost what are you talking about...

Which sources have you been merged with? Are you keeping another VR project?



#87 blindpeser

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Posted 26 February 2019 - 10:12 PM

 


Table will fail to load if SCSP reflections are turned on.  Do you think this will ever get merged into the Normal VPX builds?

 
I merged a couple of minor changes from that to VPX, and Caligula did that, too, but not the major VR and B2S and OpenGL changes yet, as it's simply way too experimental still. But we're constantly on it to have the two versions not diverge too much and at some point in the future to unify them.
 
 
Hello from Berlin, I just managed to add a huge wall behind the cab (used a primitive). Unfortunately it was bound to the cap and there was a curverture on it when I moved. This is probably because VP declared it as a part of the cap. You think we could get a primitive that is unchained from the cap and stands for its own? Everything is there to create a floor and a wall, which would make the experience more furious.
 
This is by far the best VR experience I had so far (and I like FX2 VR a lot), even with those 2D lights. Just some tweaks and the tables look awesome. Finished some tweaks on F14, this table is a monster. Am I allowed to share it? I guess I have to ask the designer.

Edited by blindpeser, 26 February 2019 - 10:27 PM.


#88 RYSr

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Posted 27 February 2019 - 05:47 PM

@Blindpeser

 

If you talking about the F14 by Ganjafarmer, he states mods: yes with permission, on his download page. 

 

It would be nice if there were VR mods of tables available, to correct the artifacts of table items that display differently on the z axis in VR and the flasher/lighting effects that take away from the quality of the rendering. However VPVR is still in Beta so things will probably change as development continues.

 

On 3 Angels there is a rectangular plate the hovers  in the air above the table and when you shoot for the farthest hole in the skill shot the ball rolls back over the ball cage and gets stuck.But it's still a beauty see in VR. No UltraDMD yet however..

 

On ACDC the lighting and flashers need to be dimmed or relocated?

 

Gargamel Park by JP is incredible in 3D since the table has several levels, unfortunately the Ultra DMD doesn't display properly yet, Sebastian will have to work on that in VPVR.

 

The separate eyepiece displays in my Vive Headset displays a realistic representation of the depth of the z axis on the tables. Videos or screen shots of the VR rendering can't be displayed on a 2d monitor to show others how real this really looks. Even the colors look brighter almost like the difference between regular bulbs and LED's.


Edited by RYSr, 27 February 2019 - 05:51 PM.


#89 blindpeser

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Posted 27 February 2019 - 09:54 PM

Yeah, it is awesome.

 

I just found out what is responsible for that ugly reflections on Demolition Man. I just went to the table options and then choose the category "lightning". There is "Environment" selected as the "Environment Emission Image". Change that to "none" or include any image from another table and the bad reflections are gone.


Edited by blindpeser, 27 February 2019 - 09:55 PM.


#90 g5k

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Posted 27 February 2019 - 09:57 PM

Anyone got this working with a DK2 rift? I can see it working on the monitor have each eye working correctly with head movement but can't get it to display to the rift. Rift is working in Steam VR test games.



#91 hlr53

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Posted 27 February 2019 - 10:10 PM

Anyone got this working with a DK2 rift? I can see it working on the monitor have each eye working correctly with head movement but can't get it to display to the rift. Rift is working in Steam VR test games.

 

DId you play with the  VR Table X, Table Y and Height settings under video preferences? And this will be my question on my next post...


Edited by hlr53, 27 February 2019 - 10:18 PM.

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#92 g5k

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Posted 27 February 2019 - 10:17 PM

I didn’t I’m just not getting any output via vpx to the rift. I can see I would need to play with that as the table is up higher than on the monitor but I can see it on the monitor. Rift is just displaying a grey world with a ground plane grid and that menu with the clock etc. I wondering if it is because I don’t have the hand controllers and some further setup is needed in that menu on the rift

#93 hlr53

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Posted 27 February 2019 - 10:17 PM

Just tried it out with an Odyssey+ on an i7-6700K with MSI GTX1080. SteamVR. I did not overclock the GPU and had no performance issues playing JP's Elvis. HIGHLY RECOMMENDED everyone try Elvis.

 

Question. What are good VR Table X, Table Y and Table Height settings under video preferences? I threw these numbers in there having NO clue on what I am doing. I don't know what the axis' are referenced from?

 

X=100

Y=50

Height=50

 

I ended up playing on the floor a little behind my chair and to the right of the monitor to get the table in front of me. Just used keyboard controls. Pretty cool. I've been playing Zaccarria tables. Also HIGHLY recommended.


Edited by hlr53, 27 February 2019 - 10:18 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


#94 blindpeser

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Posted 27 February 2019 - 10:31 PM

I didnt Im just not getting any output via vpx to the rift. I can see I would need to play with that as the table is up higher than on the monitor but I can see it on the monitor. Rift is just displaying a grey world with a ground plane grid and that menu with the clock etc. I wondering if it is because I dont have the hand controllers and some further setup is needed in that menu on the rift


Did you look around a bit? For the first time the table was behind me.

Maybe you should also try another table. I found 2 or 3 tables that doesnt work for me.

Just tried it out with an Odyssey+ on an i7-6700K with MSI GTX1080. SteamVR. I did not overclock the GPU and had no performance issues playing JP's Elvis. HIGHLY RECOMMENDED everyone try Elvis.
 
Question. What are good VR Table X, Table Y and Table Height settings under video preferences? I threw these numbers in there having NO clue on what I am doing. I don't know what the axis' are referenced from?
 
X=100
Y=50
Height=50
 
I ended up playing on the floor a little behind my chair and to the right of the monitor to get the table in front of me. Just used keyboard controls. Pretty cool. I've been playing Zaccarria tables. Also HIGHLY recommended.


The values are important for Rift and Vive users. They tell the tables position according to the players position (as tracked in steambr), I think. The odyssey has no external tracking sensors. So I guess these values arent too important for you. As long as you have a good position to play, dont change anything.

Yes, Elvis is thrilling as pretty much everything from this guy (I played so far).

#95 hlr53

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Posted 27 February 2019 - 10:35 PM

+1 for recenter button, what tables do people think look the best with the custom VP version?

 
Just tried JP's Elvis and it was phenomenal. Recentering is a MUST, especially if tracking gets lost.
 
I have to build a SlyDog VR cab clone this Summer :-) I still have all the Pinscape v1 parts with the CCD array for the plunger and buttons.
 
VR is only going to get better. I've just started sim racing with it (iRacing) and I could never go back to monitors.
 
It's also great for people who do not have the $ or room for a cab or do not want to dedicate a PC strictly to pinball. It does take a beefy GPU to get 90fps though.

Edited by hlr53, 27 February 2019 - 11:24 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


#96 RYSr

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Posted 27 February 2019 - 10:41 PM

@Hir53

X values move the table right and left, Y values move the table forward and backward in the VR Play Room area.

 

This is posted on sourceforge vpvr Wiki

https://sourceforge....etting started/

 

  • Get the normal version of VPX to work properly first. The installer can be downloaded here on sourceforge https://sourceforge....ects/vpinball/. There are several good tutorials and how to's.
  • If you don't have SteamVR working yet go to https://www.steampowered.com/ download and install the client, get a steam account, set up your VR environment and test it with a free VR game.
  • Download the latest VPVR.zip file and extract it to your visual pinball folder. Launch VPinballX_GL.exe and test if it is working properly (it should use the same settings as your regular VPX).
  • Set up VR: Go to Preferences => Video/Graphics Options... and change 3D Stereo Output to SteamVR:
    VRSettings.png

  • Use Y-axis, Offset, Separation and ZPD are only for stereo displays and can be ignored for VR.

  • For VR only the settings starting with VR are relevant:
  • VR Slope: The visual slope of the table in degrees. 0 is a flat pinball table, 90 is a wall mounted table. Most normal tables have a slope of 6-7 degrees. This value does not affect physics.
  • VR Table orientation: The rotation of the table around the height axis. The center of the rotation is the far left corner of the table (where the backbox should be mounted). Values can be positive or negative. Positive values rotate the table clockwise, negative counter-clockwise.
  • VR Table X/Y: Where the table is located in your VR room. The X/Y directions do not change when you rotate the table. So with an orientation of 0 positive X values move the table to the right, negative to the left. Postive Y forward and negative Y backwards. All units are measured in centimeters (1 inch is 2.54 cm and 4 inches are about 10cms).
  • VR Table height: the height of the playfield above ground.

I've tested this so far only with a HTC Vive and a roomscale setup. If you have issues with an Oculus Rift, Microsoft Mixed Reality or a standing/seating setup, send me an email [email protected] or use the Bugtracker. I will see what I can do. You can also send me an email if everything is working fine with specific values for seating/standing. I will update this Wiki accordingly.

Also I've only tested it on a Nvidia and an Intel GPU yet. So if anyone with an AMD/ATI GPU can verify if it works, just send me an email. And for all bugs send me an email [email protected] or use the Bugtracker. There are still several rendering issues.

 

Also this is also posted about B2s and DMD:

The support for DirectB2S and DMDs is still very limited (and very experimental, but since all of VPVR is very experimental, I don't have to mention it here again).

Copy the DirectB2S file to your tables folder and rename it, so it has the same name as the table (e.g. Table Name(1998).vpx and Table Name(1998).directb2s). Lights, 7-segs and reels are not supported yet. Only the backglass image and the DMD.

As you can see in the Video, some tables just work (like Indy), but others need some rework. For the Addams I had to remove the part of the backglass with the THING text and relocate the lights. I also changed the height of the table glass to 500, because the backglass is put right on the top of the table glass.

So there is still a lot to do, but it is a start.

 

Link to the  VPVR download:

https://sourceforge....cts/vpvr/files/


Edited by RYSr, 28 February 2019 - 01:38 AM.


#97 Slydog43

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Posted 27 February 2019 - 10:59 PM

Another neat feature of VPX in VR is you can find errors in object placements that are hard to see in the editor.  In the example table for instance, I see a pop bumper ring falling through the table at the start and continue falling.  This can't be right.  I also noticed that the flippers (primitives) on Diner where too high above the playfield.  You can't see these problems unless you are in VR.  3rdAxis and I have been playing around with some very cool stuff that we will show off soon.



#98 gear323

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Posted 28 February 2019 - 04:13 AM

Found something interesting.  While I could install the directB2S backglasses and see them, I could not get the DMD working in most cases.   Very few tables would have a working DMD even though others here said the DMD was working for them.   After a few days of this I decided to go ahead and install a second monitor on my PC.  As soon as I did that, the DMD now shows up and works on the tables in VR.   Figured i'd mention that for anyone that was having that issue.   Much more fun to play when you have a DMD that is for sure.  

 

It's amazing how well this works so early on in the project.  Been running VP for 11 years or so but i'm really having a blast with this and playing on my PinSim probably more than ever!  

 

Slydog43, did you find good settings for the nudgging with the PinSim?   I can't seem to get the nudging working from left to right but it woks pushing forward?  


Edited by gear323, 28 February 2019 - 04:18 AM.


#99 3rdaxis

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Posted 28 February 2019 - 04:14 AM

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Edited by 3rdaxis, 28 February 2019 - 04:18 AM.


#100 gear323

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Posted 28 February 2019 - 04:22 AM

This looks great!  did you get a full cabinet and room working in VR for the Adams Family table? 

tafvr5.pngtafvr20.pngtafvr3.pngtafvr.png