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#1341 Rawd

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Posted 17 January 2020 - 03:36 AM

How do I position the table correctly? I don't have movement controls, only head tracking. Left Right up down.

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In VPVR, VR Settings.   Table X and Table Y, rotation and table height.  Trial and error.


Edited by Rawd, 17 January 2020 - 03:37 AM.


 


#1342 gear323

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Posted 17 January 2020 - 06:06 AM

 

How do I position the table correctly? I don't have movement controls, only head tracking. Left Right up down.

Sent from my Moto G (5) Plus using Tapatalk

In VPVR, VR Settings.   Table X and Table Y, rotation and table height.  Trial and error.

 

In VPX VR there are buttons to recenter the table in the VR room that you can use while in VR playing the game.  One press of a button and the table is centered for you based on your current position.    Just sit or stand were you want to play and press the button and the table is centered perfectly for you. 

 

If the table is too low or too high there are buttons for that as well and you just press it when in VR and it will raise or lower the table for you. 

 

Here are the buttons you can configure for this so you can assign them to whatever buttons you like. In my case i'm playing on a PinSim so they are Xbox buttons but you can use the default keys or assign them to a gamepad or keyboard etc. 

https://imgur.com/a/e28Lzse

EDIT:
Now that I'm thinking about it, the recenter buttons will work for most everyone but probably not you since you don't have a 6DOF headset.  You should be able to use the table height adjustment buttons though with 3DOF    

.   

 


Edited by gear323, 17 January 2020 - 06:33 AM.


#1343 Rawd

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Posted 17 January 2020 - 06:56 AM

In VPX VR there are buttons to recenter the table in the VR room that you can use while in VR playing the game.  One press of a button and the table is centered for you based on your current position.    Just sit or stand were you want to play and press the button and the table is centered perfectly for you. 

 

If the table is too low or too high there are buttons for that as well and you just press it when in VR and it will raise or lower the table for you. 


 

 

 

 

I had no idea.  How sweet!  Thanks!


Edited by Rawd, 17 January 2020 - 06:56 AM.


 


#1344 BionicToothpick

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Posted 17 January 2020 - 12:34 PM

In VPX VR there are buttons to recenter the table in the VR room that you can use while in VR playing the game.  One press of a button and the table is centered for you based on your current position.    Just sit or stand were you want to play and press the button and the table is centered perfectly for you. 
 
If the table is too low or too high there are buttons for that as well and you just press it when in VR and it will raise or lower the table for you. 

 
 
 

 
I had no idea.  How sweet!  Thanks!
I have to find those! I must have inadvertently hit it once...

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#1345 BionicToothpick

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Posted 17 January 2020 - 02:08 PM

Thank you! The centering with numpad works perfect! I can't believe how awesome this is...in addition I just tested a machine (Cartoons) and that works flawlessly too. I can only play with one flipper at the moment because the other hand is holding my headset....I have to buy a headset for my phone that is hands-free. 

 

For those curious I am using a Moto G5 Plus USB Tethered with riftcat and an nvidia 2060...the cardboard like holder was one I got a couple years ago that was by polaroid (I melted a hole in it so the USB cable had a spot to go...). That's the only thing that needs to change...

 

 

 

How do I position the table correctly? I don't have movement controls, only head tracking. Left Right up down.

Sent from my Moto G (5) Plus using Tapatalk

In VPVR, VR Settings.   Table X and Table Y, rotation and table height.  Trial and error.

 

In VPX VR there are buttons to recenter the table in the VR room that you can use while in VR playing the game.  One press of a button and the table is centered for you based on your current position.    Just sit or stand were you want to play and press the button and the table is centered perfectly for you. 

 

If the table is too low or too high there are buttons for that as well and you just press it when in VR and it will raise or lower the table for you. 

 

Here are the buttons you can configure for this so you can assign them to whatever buttons you like. In my case i'm playing on a PinSim so they are Xbox buttons but you can use the default keys or assign them to a gamepad or keyboard etc. 

https://imgur.com/a/e28Lzse

EDIT:
Now that I'm thinking about it, the recenter buttons will work for most everyone but probably not you since you don't have a 6DOF headset.  You should be able to use the table height adjustment buttons though with 3DOF    

.   

 

 

 

 


Edited by BionicToothpick, 17 January 2020 - 02:09 PM.


#1346 gear323

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Posted 17 January 2020 - 02:21 PM

 

Thank you! The centering with numpad works perfect! I can't believe how awesome this is...in addition I just tested a machine (Cartoons) and that works flawlessly too. I can only play with one flipper at the moment because the other hand is holding my headset....I have to buy a headset for my phone that is hands-free. 

 

For those curious I am using a Moto G5 Plus USB Tethered with riftcat and an nvidia 2060...the cardboard like holder was one I got a couple years ago that was by polaroid (I melted a hole in it so the USB cable had a spot to go...). That's the only thing that needs to change...

 

 

 

How do I position the table correctly? I don't have movement controls, only head tracking. Left Right up down.

Sent from my Moto G (5) Plus using Tapatalk

In VPVR, VR Settings.   Table X and Table Y, rotation and table height.  Trial and error.

 

In VPX VR there are buttons to recenter the table in the VR room that you can use while in VR playing the game.  One press of a button and the table is centered for you based on your current position.    Just sit or stand were you want to play and press the button and the table is centered perfectly for you. 

 

If the table is too low or too high there are buttons for that as well and you just press it when in VR and it will raise or lower the table for you. 

 

Here are the buttons you can configure for this so you can assign them to whatever buttons you like. In my case i'm playing on a PinSim so they are Xbox buttons but you can use the default keys or assign them to a gamepad or keyboard etc. 

https://imgur.com/a/e28Lzse

EDIT:
Now that I'm thinking about it, the recenter buttons will work for most everyone but probably not you since you don't have a 6DOF headset.  You should be able to use the table height adjustment buttons though with 3DOF    

.   

 

 

 

 

Glad it is working for you now!


Keep in mind that you don't have head tracking in space with a 3DOF headset.  While you can look around with your head, you can't lean in or side to side for example.  The experience is much better on a 6DOF headset like an Oculus Rift S for example should you decide to upgrade in the future  :) 



#1347 WilsonB

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Posted 17 January 2020 - 02:30 PM

I am able to navigate in the 3d room and see the table, but my keyboard isn't sending commands to the table for plunger/coins/start/flipper.
 
I'm using Riftcat with keyboard/mouse emulating the controller for moving around in VR.
 
Can you use the trigger controllers to work the flippers?
 
Is there a faq I should have found?
 
Thanks.

You need to be sure on PC destop monitor to mouse click your pinball window (blank black box if turned off mirror to desktop). Thisbalways needs to be active window

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#1348 Caligula_

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Posted 17 January 2020 - 06:51 PM

Would be awesome if there would be the next step soon. VPX VR is awesome, but VP has a lot of room for improvement, especially for us VR guys. Some people started 3D pinball projects in the past (Unity and Unreal 4 engine). Those projects were promising but died somehow. Not sure if toxie und fuzzel have the capacity to develop a new engine from scratch. Maybe we VR guys should stick our heads together and create a VP version that is no port (which is still awesome!) rather a optimized version for VR.

I have some basic Java skills but could learn C++ I think. What do you guys think? I could help out here and there, but we need some C++, game engine and lighting pros to do this.


There was already a short discussion about using an engine (although it was due to raytracing):
 

 

Asking Christoph would be the easy part, as i know him pretty well. We could also go for a interop solution and only trace rays via vulkan, and do the rest via GL. At the moment this seems to be the fastest solution to drive RT cores anyway (i.e. not much shading done via closest/any hit programs, but doing that in separate progs similar to deferred rendering).

I'm personally against using a game engine, as the main fun i have contributing to VPX is that i have full control over everything, which also can pay off, one prominent example being the split into static and dynamic rendering that we use nowadays. Similar things could be done when going full dynamic lighting as most of the table is still static geometry all the time, so the tricks to get high quality lighting can vary a lot from games.
Plus one not only gets all the goods but also all the bads from using such a huge thingie.
 

Maybe OpenGL will get ray-tracing extensions, it's not impossible that khronos group is working on that, maybe ATI will release RT hardware and compete with Nvidia bringing prices down making it a more common thing and not just for high-end rigs, I'm interested to see where ATI's new architecture will be positioned in terms of ray-tracing, I mean ATI chips are in both PS5 and Xbox Scarlett and those will have Ray-tracing support so competition is around the corner.


To all my knowledge there is no support planned for GL at the moment. Also Xbox will obviously be DX based again, and PS5 may use something Sony exclusive again i'd guess (similar to PS4).

 

Using an engine has advantages and disadavantages. Downside is definitive the licensing issue (which disqualifies any commercial engine like Unity or Unreal), the missing control over features and a really hight (one-time) effort for porting to an engine. And of course the missed fun of coding. But when I look at features like DX12 / Vulkan support, using materials instead of writing shaders, realtime lightning, refraction or raytracing - implementing and maintaining them would also consume a lot of time that could be used for other stuff. I'm fine with both ways, but I wanted to explain my point of view.

 


So while I like the idea of using an engine to focus more on the Pinball coding, than on the engine itself, I doubt it is a good idea. When I look at the pile of work I should and want do for VPVR (applying six months of patches from VPX, the backglass, performance...) it is still nothing compared to reimplement everything, even with an engine like Unity. And instead of splitting up efforts it makes more sense to support Toxie and Fuzzel and to work together on one project.

 

And something else: Can a owner of an AMD card validate if the latest 20.1.2 drivers work with RGBA16F selected under VR Options=> Performance and Troubleshooting?



#1349 dbknightx

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Posted 17 January 2020 - 07:54 PM

Caligula it is so awesome to see you back in this thread.  The work you have done on VPVR is amazing and definitely contributed to me selling my full size cabinet and building a PinSim instead.

 

FYI, DJRobX posted on Facebook that he was looking at bringing VPVR up to date with VPX 10.6 patches.  I'd hate to see duplicated effort on something like that, when it could be applied to something else.



#1350 blindpeser

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Posted 17 January 2020 - 08:30 PM

@Caligula-: Nice to see you back on track. I asked toxie a while ago if he wants me to ask ravarcade to join the team. Toxie and fuzzel wants to do it by their own I think. He told me that he would like to aim for dx12 support, which pretty much means to build the engine from scratch. As far as I understood, both guys are pretty busy. So I doubt there is something new that means a huge step forward for a long time.

Ravarcade made an amazing job for FP. He turned a wrong coded app into a well playable pinball game that contains a lot of incredible features. Those FP guys really got the best out of it. Especially the ball and flipper physics pretty much reached its limits. Plus there is no rom support. The core is closed source.

Ravarcade put so much effort into FP, he maybe should have built it from scratch...

#1351 otro5

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Posted 18 January 2020 - 08:41 AM

@Caligula-:Any possibility to have in a short term Blackglass working for EM tables on VPX VR?. Thanks a lot.



#1352 Rawd

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Posted 18 January 2020 - 08:43 AM

@Caligula-:Any possibility to have in a short term Blackglass working for EM tables on VPX VR?. Thanks a lot.

If you're up to it, you can convert the EM reels to flashers and place them on the backglass and code them.   That's what I did with Triple Strike.   I'm also hoping for DB2S to be implemented (or even just the VP backglass), but this is an alternative solution in the meantime.


Edited by Rawd, 18 January 2020 - 08:46 AM.


 


#1353 portyman

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Posted 18 January 2020 - 02:07 PM

What headset is recommended for VR for VPX. Do I need any VR accessories for it, other than the pinsim cabinet.

Thanks

#1354 blindpeser

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Posted 18 January 2020 - 02:15 PM

What headset is recommended for VR for VPX. Do I need any VR accessories for it, other than the pinsim cabinet.

Thanks

Tough PC, VR headset, Pinsim (optional but highly recommended), (at least one tracking base station for Valve Index and Pimax headsets required).

Choose one (depends on your preferences):

- Oculus Rift S
- Oculus Quest + Link
- Samsung Odyssey+
- HP Reverb
- Valve Index
- Pimax 5K+ or higher

https://m.youtube.co...h?v=hzYf3bGmyFU

Edited by blindpeser, 18 January 2020 - 02:17 PM.


#1355 phlove

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Posted 18 January 2020 - 04:27 PM

maybe someone has an idea. I got an Oculus Quest , connected with the link cable all fine all works.

As soon as i try to play VPXVR i see the table on my monitor bit the glasses are black.

Oculus is connected through usb.

 

Can someone help ?



#1356 The Loafer

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Posted 18 January 2020 - 05:42 PM

- Have you installed oculus home and is it updated to the latest version?

- Is your quest updated to version 12 of the latest firmware?  This is required for link to work

- VPXVR requires Steam VR installed, is it?

- does your oculus home app show your quest as active?  On one of my PC’s, for some reason even with using the official link cable with an adapter, it says no USB3 ports in my PC (of course it is plugged in with a port, I guess the adapter isn’t supported though other programs recognize it as USB3).  So to verify all is good, go to Oculus devices and your quest should be listed.  If it’s with a green symbol, you are good. If it’s red, there are issues

- did you enable “Link mode” on the oculus quest?  It needs to be done I think every time as it is in beta right now


Edited by The Loafer, 18 January 2020 - 05:42 PM.


#1357 TerryRed

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Posted 18 January 2020 - 06:30 PM

@Caligula-: Nice to see you back on track. I asked toxie a while ago if he wants me to ask ravarcade to join the team. Toxie and fuzzel wants to do it by their own I think. He told me that he would like to aim for dx12 support, which pretty much means to build the engine from scratch. As far as I understood, both guys are pretty busy. So I doubt there is something new that means a huge step forward for a long time.

Ravarcade made an amazing job for FP. He turned a wrong coded app into a well playable pinball game that contains a lot of incredible features. Those FP guys really got the best out of it. Especially the ball and flipper physics pretty much reached its limits. Plus there is no rom support. The core is closed source.

Ravarcade put so much effort into FP, he maybe should have built it from scratch...

 

 

To clarify one thing.... VPinMame and rom support is now totally possible with FP-BAM using the COM Extensions plug-in for BAM (the same plug-in I use to give direct DOF and PuP support to FP for my new PinEvent standard). Someone just needs to take the time to try it out on a full table.


Edited by TerryRed, 18 January 2020 - 06:30 PM.


#1358 blindpeser

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Posted 18 January 2020 - 08:12 PM


@Caligula-: Nice to see you back on track. I asked toxie a while ago if he wants me to ask ravarcade to join the team. Toxie and fuzzel wants to do it by their own I think. He told me that he would like to aim for dx12 support, which pretty much means to build the engine from scratch. As far as I understood, both guys are pretty busy. So I doubt there is something new that means a huge step forward for a long time.

Ravarcade made an amazing job for FP. He turned a wrong coded app into a well playable pinball game that contains a lot of incredible features. Those FP guys really got the best out of it. Especially the ball and flipper physics pretty much reached its limits. Plus there is no rom support. The core is closed source.

Ravarcade put so much effort into FP, he maybe should have built it from scratch...

 
 
To clarify one thing.... VPinMame and rom support is now totally possible with FP-BAM using the COM Extensions plug-in for BAM (the same plug-in I use to give direct DOF and PuP support to FP for my new PinEvent standard). Someone just needs to take the time to try it out on a full table.

OK, didnt know that. Man, I should get in touch with Rav. Sounds like he almost built a complete engine. I dont know much about game engines. You think he could just provide a new open source program?

#1359 portyman

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Posted 18 January 2020 - 09:58 PM

Can I use this in conjunction with my Cabinet or should I used another computer and hard drive. Will I screw up any of my settings on the cabinet or windows? Thanks

Edited by portyman, 18 January 2020 - 10:00 PM.


#1360 The Loafer

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Posted 18 January 2020 - 10:19 PM

you can use this in conjunction with your cabinet, it is a seperate EXE