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VP with VR headset


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#1041 Bluerider221

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Posted 08 October 2019 - 06:12 PM

Not sure if everyone knows about using FSS tables? These are great since the backglass and DMD usually work with no table editing. 

Don't think there's any here in the downloads, but there are quite few available on other sites. 

Thanks for the devs for this great software!  I'm selling my full size pincab - I don't touch it anymore since VPVR.



#1042 flupper1

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Posted 08 October 2019 - 06:48 PM

I added FSS support specifically to Totan for this reason (VR)



#1043 drhotwing

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Posted 08 October 2019 - 07:21 PM

Is there a technique or process to converting a table over to FSS so that the b2s backglass works properly along with the table in VPVR? One of the biggest setbacks regarding VR is that the backglass is currently only static. I have a wealth of programming experience so with a little bit of help I would be willing to convert a few tables to FSS specifically for VR.


Best Regards,

 

Jeff 


#1044 flupper1

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Posted 08 October 2019 - 08:16 PM

@drhotwing: You could ask arconovum on that, but he already made quite a lot of them.

https://vpinball.com...categories/fss/



#1045 blindpeser

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Posted 08 October 2019 - 10:38 PM

Is there a technique or process to converting a table over to FSS so that the b2s backglass works properly along with the table in VPVR? One of the biggest setbacks regarding VR is that the backglass is currently only static. I have a wealth of programming experience so with a little bit of help I would be willing to convert a few tables to FSS specifically for VR.


If you are able to programm, you maybe could just add backglass support to VPVR? Or is it technically not possible?

I tried some of the tables that the mentioned author created. The measures and angles do not work in VR. There a lot of ligting issues in VR as well. Not sure if this is a path for us.

#1046 drhotwing

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Posted 09 October 2019 - 12:25 AM

 

Is there a technique or process to converting a table over to FSS so that the b2s backglass works properly along with the table in VPVR? One of the biggest setbacks regarding VR is that the backglass is currently only static. I have a wealth of programming experience so with a little bit of help I would be willing to convert a few tables to FSS specifically for VR.


If you are able to programm, you maybe could just add backglass support to VPVR? Or is it technically not possible?

I tried some of the tables that the mentioned author created. The measures and angles do not work in VR. There a lot of ligting issues in VR as well. Not sure if this is a path for us.

 

I don't have the source code to look at VPVR but the VPVR dev did mention that he may have an idea on how to add backglass support down the road a bit.

 

I also agree about the dimensions being wrong with the current FSS tables when using VR


Best Regards,

 

Jeff 


#1047 gear323

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Posted 09 October 2019 - 01:59 AM

 

 

Is there a technique or process to converting a table over to FSS so that the b2s backglass works properly along with the table in VPVR? One of the biggest setbacks regarding VR is that the backglass is currently only static. I have a wealth of programming experience so with a little bit of help I would be willing to convert a few tables to FSS specifically for VR.


If you are able to programm, you maybe could just add backglass support to VPVR? Or is it technically not possible?

I tried some of the tables that the mentioned author created. The measures and angles do not work in VR. There a lot of ligting issues in VR as well. Not sure if this is a path for us.

 

I don't have the source code to look at VPVR but the VPVR dev did mention that he may have an idea on how to add backglass support down the road a bit.

 

I also agree about the dimensions being wrong with the current FSS tables when using VR

 

 

So far I have found that the best tables with working backglass is in VR are T2 and Scared Stiff.  Both have full working backglasses and full or almost full cabinet and backboxes.  Well and obviously Addams Family and the VR version of AC\DC. There is also an extreamly hard to find version of Stern Ghostbusters that looks great. 


Edited by gear323, 09 October 2019 - 02:01 AM.


#1048 drhotwing

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Posted 11 October 2019 - 02:45 PM

Can someone please tell me how to get PuP backglass videos to show and work in VR? I have it set up properly and working in desktop mode but none of the tables that I tried will actually show in VR. I have the capture external PuP enabled in settings. Do I need to add another flasher or do something special to get the backglass PuP videos to show in VR and in the place of the backglass.

 

This is driving me crazy and I can't find one single step by step instruction out there to show how its done


Best Regards,

 

Jeff 


#1049 otro5

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Posted 12 October 2019 - 12:05 AM

Anybody is running VPX VR on SLI mode? With 2x GPU?

Thanks a lot.

#1050 otro5

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Posted 12 October 2019 - 12:36 PM

I amb having problems with DMD Color on VR. Tables like Monster Bash,
Mars Attack, Flinstones suffers ball slow downs FPS with DMD Colorizes. I am running
VPX VR with i9900k+RTX2080ti with HTC Vive Pro.

Any help to avoid this slow down?

#1051 gear323

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Posted 12 October 2019 - 11:03 PM

I amb having problems with DMD Color on VR. Tables like Monster Bash,
Mars Attack, Flinstones suffers ball slow downs FPS with DMD Colorizes. I am running
VPX VR with i9900k+RTX2080ti with HTC Vive Pro.

Any help to avoid this slow down?

 

As far as I know, the only way to get color roms in VR is to use the capture external DMD feature that was added a couple versions back.  I have found that enabling that feature takes a huge on performance in VR if you use color roms or not.  One option is to not use that feature and you will get better performance with no color roms.  Another option is to manually capture and line up the external DMD with a third party program and that works without killing performance. 

 

You can try:

 

https://github.com/H...opDisplayPortal

 

Or 

 

https://github.com/H.../OVRdrop-Public


Edited by gear323, 12 October 2019 - 11:04 PM.


#1052 otro5

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Posted 13 October 2019 - 09:11 AM

Thanks a lot. OVdrop is OK for system32 DMD not for coloured vpin.



#1053 Rawnei

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Posted 13 October 2019 - 10:10 AM

Sounds odd, OVRDrop shouldn't be faster then the built in function, it captures the same way by using bitblt via desktop but you get it built directly into VPVR, also colored roms makes no difference for bitblt. It is a relatively costly operation though.



#1054 gear323

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Posted 13 October 2019 - 01:42 PM

Sounds odd, OVRDrop shouldn't be faster then the built in function, it captures the same way by using bitblt via desktop but you get it built directly into VPVR, also colored roms makes no difference for bitblt. It is a relatively costly operation though.

Hi Rawnie,

I think it is awesome that this is built into VPX VR but for me its not that usable due to performance. OVRdrop works fine for me and I dont really notice much of a performance hit.

My monitor is a Acer Predator XB271HU bmiprz 27" WQHD (2560x1440) NVIDIA G-SYNC IPS Monitor, (Display Port & HDMI Port, 144Hz). I wonder if maybe the higher resolution, the GSync or the 144HZ is causing me issues since the DMD window Im capturing is on this monitor.

My computer is a 8700k, 1080Ti, 32GB Ram and Im playing on the Valve Index with SS at 1.25 @ 90 FPS


Maybe some other people can chime in with their results if they have done the capture both ways. Id love to be able to use the built in capture that is for sure!

I suppose I should completely disconnect my monitor and connect an old 60Hz monitor on my computer and test it again. If that works, I could connect my main monitor back up and play with the resolution / disable GSync etc


Also what does color ROMs have to do with anything here? Should it matter much if the rom is color or not when capturing the DMD into VR with either method ?

I do have a similar problem with PinballFX3. In that game you can set up cabinet mode and if the DMD is on my playfield monitor everything looks great in 144hz GSync. If I enable a second monitor and move the DMD to the 60 HZ monitor my main playfield monitor then drops to 60 FPS and looks terrible. 144hz GSync makes a world of difference in VPX on flat screen. In FX3 I can put the backglasses on the second monitor without any issue. Just the DMD causing the problem.

Anyway, not sure if it is related or not but I figured Id mention that.

Edited by gear323, 13 October 2019 - 02:12 PM.


#1055 drhotwing

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Posted 13 October 2019 - 02:25 PM

Can someone please tell me how to get PuP backglass videos to show and work in VR? I have it set up properly and working in desktop mode but none of the tables that I tried will actually show in VR. I have the capture external PuP enabled in settings. Do I need to add another flasher or do something special to get the backglass PuP videos to show in VR and in the place of the backglass.

 

This is driving me crazy and I can't find one single step by step instruction out there to show how its done

Has anyone gotten the PUP videos to work in VR yet? 


Best Regards,

 

Jeff 


#1056 Jonosborne

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Posted 17 October 2019 - 03:13 PM

I added FSS support specifically to Totan for this reason (VR)


Flupper, is FSS activated in the script on the newest TOTAN release? I looked for it to try it in VR but couldn’t figure out how to activate FSS mode. Any help would be greatly appreciated!

#1057 flupper1

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Posted 18 October 2019 - 01:50 AM

I am not at home right now to check but the steps should be:
Start VPVR
Load totan
On the backdrop page in vpvr activate fss and dt
Press play (with your vr glasses activated)

#1058 sniiki

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Posted 20 October 2019 - 12:45 PM

My VPin has been sitting quite unused since I got couple of real pins as it just felt too flat. Previously I was ok with it as I didn't get to play real ones that often but now, it's just.. meh.

Dunno why but didn't give the VR version a chance until few days ago, even thought I've had a headset since DK2 was the thing and even when I had given Zaccaria VR a chance.

Now that I did try it, I must say I'm really impressed! I thought that the way all new tables are designed (for a static view point with pre-rendered textures etc.) it wouldn't work with moving camera but it really doesn't bother at all. Graphics really are ok for the VR! Only thing I've changed in tables is pumped up ball reflections. Table reflections to 1-3 (this depends on playfield illumination I guess) and light reflections to 1,5 usually. I don't know if it's a 10.6 thing or because the usual vpincab view doesn't much show the ball reflection, but most tables have this setting really low and it makes the ball look like 2D sprite. I think ball reflections are one of the most important visual effects in vpinball.

 

Best part is that the perceived realism just pumped up quite a bit and the depth perception made the ball feel heavier, more realistic. I'll quite likely trash my vpin cab but will build another compact VR version for this.

Thanks for everyone involved for giving virtual pinball a new life as Visual Pinball still is the only thing with near real life physics!

 

A question about the HW tho. I'm sure this will get optimized quite a bit in future but for now I just wonder if anyone is able to run tables smoothly with multiballs and all? My rig handles it ok up to 2 or 3 balls but above that it's a no go and Rift CV1 drops framerate from 90 to 45 which looks horrid (head tracking continues to be smooth but balls update at 45 fps). Some tables like Metallica (HauntFreaks 1.5) wont switch to 90 ever. My CPU is outdated but I have zero reasons to update it besides this and if no-one can get smooth experience event with modern CPUs then it'd be waste of money anyway.
I've been testing it with:
Oculus Rift CV1, 150% super sampling set from Steam settings
I7-3770K @ 4.5 GHz
16 GB ram
RTX 2070 @ core 1410 Hz, mem 7805 Hz


Edited by sniiki, 05 November 2019 - 06:56 AM.


#1059 Rawnei

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Posted 20 October 2019 - 04:31 PM

A question about the HW tho. I'm sure this will get optimized quite a bit in future but for now I just wonder if anyone is able to run tables smoothly with multiballs and all? My rig handles it ok up to 2 or 3 balls but above that it's a no go and Rift CV1 drops framerate from 90 to 45 which looks horrid (head tracking continues to be smooth but balls update at 45 fps). Some tables like Metallica (HauntFreaks 1.5) wont switch to 90 ever.

 

That's an Oculus issue ASW kicking in forcing it to 45fps and trying to predict frames, try hitting control+numpad1 ingame to disable it, unfortunately there is currently no other way to disable it than manually hitting that each game.



#1060 sniiki

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Posted 20 October 2019 - 05:34 PM

 

A question about the HW tho. I'm sure this will get optimized quite a bit in future but for now I just wonder if anyone is able to run tables smoothly with multiballs and all? My rig handles it ok up to 2 or 3 balls but above that it's a no go and Rift CV1 drops framerate from 90 to 45 which looks horrid (head tracking continues to be smooth but balls update at 45 fps). Some tables like Metallica (HauntFreaks 1.5) wont switch to 90 ever.

 

That's an Oculus issue ASW kicking in forcing it to 45fps and trying to predict frames, try hitting control+numpad1 ingame to disable it, unfortunately there is currently no other way to disable it than manually hitting that each game.

 

 

Thanks, but don't think it's ASW's fault as such but more like that my rig can't sustain close to 90 fps on some tables / in some situations and then ASW trying to save the day. Same thing happens in e.g. Indiana Jones NZ&TT when there's over 3 balls in play. Up till that it's all fine.


Edited by sniiki, 20 October 2019 - 05:35 PM.