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VP with VR headset


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#1621 gear323

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Posted 13 February 2020 - 10:17 PM

 

WOW!  So I just implemented code to shut down the back wall and floor on the new Twilight Zone VR table.  What a difference!  Even with cabinet still in place, all my stutter on max settings went away.  I'm going to update my download over at vpinball for other to try.

Nice ! Did you ever update the Download ? Or did you pull the one, cause i can´t find it ? 

 

 

If you download the latest version of the TZ table that is posted it does have that feature as I have tried it and it works fine for me.  Make sure you have version 2.0.2 

 

If i remember correctly, left magnasave will hide the cabinet and right magnasave will hide the wall and floor etc.   You press them a second time to revert the change.



#1622 Ben Logan

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Posted 14 February 2020 - 12:02 AM

Finally added glasses adaptor insert into Oculus Quest for my wife to try VPVR. She’s a tough sell on anything video game or pinball related. This time she was thoroughly impressed. High marks from a major critic! ;P



#1623 rothbauerw

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Posted 14 February 2020 - 02:31 AM

 

 

WOW!  So I just implemented code to shut down the back wall and floor on the new Twilight Zone VR table.  What a difference!  Even with cabinet still in place, all my stutter on max settings went away.  I'm going to update my download over at vpinball for other to try.

Nice ! Did you ever update the Download ? Or did you pull the one, cause i can´t find it ? 

 

 

If you download the latest version of the TZ table that is posted it does have that feature as I have tried it and it works fine for me.  Make sure you have version 2.0.2 

 

If i remember correctly, left magnasave will hide the cabinet and right magnasave will hide the wall and floor etc.   You press them a second time to revert the change.

 

 

Yes, I did update it.  It's available over at vpinball.com. 

 

I've been going through the tables I have that aren't performing as well as I like and adding scripting to remove the back wall and floor and most of my performance issues have gone away.  For example, RAWD's Space Station VR room, I remove the rock under the table, the volcano, and the sky and it runs smooth with 1.5 super sample.  All the other toys and goodies don't seem to impact performance at all.

 

I'm going to do some more testing.  I want to see if we break up the back wall and floor primitives in to smaller "pieces" if performance improves.  I'm speculating here, but the cabinet seems so much more complex and hardly impacts fps.  I'm guessing that because it's not visible it's not adding to the load.  But since the wall and floor are always visible and behind the play area of the table, it adds significantly more load even though the face count is low. 

 

No, I don't really know what I'm talking about here, I just know what I see with my testing.


Oh, one other thing.  Even when I had good fps, I was seeing micro stutter in VR.  I tried playing with every setting in VP and NVIDIA control panel.  Only one seemed to help "Texture filtering - Quality".  I set that to "High Performance" and all my tables are running much better in VR.  I still need to remove the back wall and floor, but it's much smoother now.


Edited by rothbauerw, 14 February 2020 - 02:28 AM.


#1624 Ben Logan

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Posted 14 February 2020 - 04:48 AM


Oh, one other thing.  Even when I had good fps, I was seeing micro stutter in VR.  I tried playing with every setting in VP and NVIDIA control panel.  Only one seemed to help "Texture filtering - Quality".  I set that to "High Performance" and all my tables are running much better in VR.  I still need to remove the back wall and floor, but it's much smoother now.

 

 

Thanks for this tip, rothbauerw. Pretty sure this reduced number of crashes using Oculus Quest with Link. Seems to have reduced microstutter, too. Need to test more, but initial test was encouraging.


Edited by Ben Logan, 14 February 2020 - 06:55 AM.


#1625 drpinballdoc

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Posted 14 February 2020 - 10:39 PM


I've been going through the tables I have that aren't performing as well as I like and adding scripting to remove the back wall and floor and most of my performance issues have gone away.  For example, RAWD's Space Station VR room, I remove the rock under the table, the volcano, and the sky and it runs smooth with 1.5 super sample.  All the other toys and goodies don't seem to impact performance at all.

 

I'm going to do some more testing.  I want to see if we break up the back wall and floor primitives in to smaller "pieces" if performance improves.  I'm speculating here, but the cabinet seems so much more complex and hardly impacts fps.  I'm guessing that because it's not visible it's not adding to the load.  But since the wall and floor are always visible and behind the play area of the table, it adds significantly more load even though the face count is low. 

 

 

 

 

If you click on the primitives you removed and look in the options menu under physics, is "toy(never collidable, much faster..)" checked? this makes a big difference in performance for the added room primitives.


Edited by drpinballdoc, 14 February 2020 - 10:40 PM.


#1626 rothbauerw

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Posted 14 February 2020 - 11:04 PM

If you click on the primitives you removed and look in the options menu under physics, is "toy(never collidable, much faster..)" checked? this makes a big difference in performance for the added room primitives.


I usually check this setting on primitives on the table to try to boost performance, but haven't been checking the VR Room primitives. I just ran a quick test and I see no difference in fps with this checked or unchecked. The only thing that seems to make a difference is whether they are visible or not.

#1627 DerRoland

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Posted 15 February 2020 - 03:41 PM

Hello to all VR pinball players!

 

First I wanna say "thank you" to all developers and creaters of this new game dimension, specially to caligula. You do a fantastic job.

 

After setting up VP-VR it was a blast to dive into all this nice tables with both eyes. But on some I noticed a delay or some stutter.

So I decided to grade up my system. First step was a faster graphics card, a RTX2080Super. Unfortunately the stutter was not complete away.

Step 2 was upgrade my cpu from a I5-8500 (6 core) to a I7-9700KF (8 core), cause I thought, the cpu can´t render the pictures fast enough.

 

With this speedstep I can omit the tool Pinaffinity, cause there is now enough headroom for all tasks and threads on a Win10 system.

Only on Supersampling 2.0 I see still some stutter. Yes, an expensive upgrade, but I´m happy with the almost perfect flow.

 

For your comparison I create a chart, also you can found my system on userbenchmark.com.

 

I recommend first a powerful graphic adapter, second a 6-8 core cpu at 4 GHz for nice gameplay.

 

Sincerly

Roland

Attached File  chart english.png   121.23KB   8 downloads



#1628 rothbauerw

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Posted 15 February 2020 - 04:42 PM

Awesome info Roland!  Thanks for sharing.



#1629 drpinballdoc

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Posted 16 February 2020 - 05:52 PM

Hello to all VR pinball players!

 

First I wanna say "thank you" to all developers and creaters of this new game dimension, specially to caligula. You do a fantastic job.

 

After setting up VP-VR it was a blast to dive into all this nice tables with both eyes. But on some I noticed a delay or some stutter.

So I decided to grade up my system. First step was a faster graphics card, a RTX2080Super. Unfortunately the stutter was not complete away.

Step 2 was upgrade my cpu from a I5-8500 (6 core) to a I7-9700KF (8 core), cause I thought, the cpu can´t render the pictures fast enough.

 

With this speedstep I can omit the tool Pinaffinity, cause there is now enough headroom for all tasks and threads on a Win10 system.

Only on Supersampling 2.0 I see still some stutter. Yes, an expensive upgrade, but I´m happy with the almost perfect flow.

 

For your comparison I create a chart, also you can found my system on userbenchmark.com.

 

I recommend first a powerful graphic adapter, second a 6-8 core cpu at 4 GHz for nice gameplay.

 

Sincerly

Roland

attachicon.gif chart english.png

I don't think having supersampling at 2.0 is needed or adds, usually 1.5 is enough and more doesn't add detail, depending on your headset ofcours, my experience is based on the Rift S with a Index it might.

 

Also make sure in SteamVR settings, the resolution is set at 100% not higher, this also makes a lot of difference performance wise...,

 

Last but not least, with the new VP coming up and running Unity, chances are pretty big on newly created tables(that don't use the vpx format) running smoothly with lower systems...in short your recommendation although logic(more system = higher quality graphics), will not need to be that high in the future...and that future is coming fast, haha...that said, it's always good to be overpowered system wise...future proof...



#1630 Ben Logan

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Posted 17 February 2020 - 12:45 AM

Hope I’m not derailing thread with too much Zaccaria talk. I absolutely love their stuff and have bought everything they’ve produced on multiple platforms. Highly recommend stuff. Devs seem like really cool guys, too. 

 

Insofar as VR implementation is concerned, one area in which VPVR absolutely excels is with regard to scale. With Zaccaria’s VR app, I feel as though I’m standing in front of a slightly scaled down 3/4 pinball machine. Still cool, immersive and inspiring (especially with regard to lighting).

 

With VPVR, the sense of scale is really impressive. Whomever is responsible for this, I applaud you! A big part of the fun with real pinball is standing “at the helm” of a really imposing technological beast. VPVR really captures that feeling of interacting with a big, heavy powerful piece of kinetic art. Super thankful to everyone involved. 



#1631 Ben Logan

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Posted 18 February 2020 - 07:25 PM

So much incredible development going on around here lately, I'm hesitant to ask, but... Those beautiful arcade cabinet models included within some of our brand new VPVR rooms have me wondering: Is MAME (multiple arcade machine emulator) support theoretically possible from within VPVR?

#1632 blindpeser

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Posted 18 February 2020 - 10:27 PM

Did you guys recognize that there is a barely noticeable shimmering edge infront of the apron, when the author decided to use a ramp instead of a primitive for the apron? However, I notice that shimmering edge and it kills the immersion for me. Tables I noticed this are: Metallica, TWD and NBA Fastbreak.

I tried to copy the apron from TSPP into TWD. This killed the shimmering line but the image just didnt look correct.

Anybody has an idea how to fix this?

Thanks guys

#1633 Rawd

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Posted 18 February 2020 - 10:46 PM

Did you guys recognize that there is a barely noticeable shimmering edge infront of the apron, when the author decided to use a ramp instead of a primitive for the apron? However, I notice that shimmering edge and it kills the immersion for me. Tables I noticed this are: Metallica, TWD and NBA Fastbreak.

I tried to copy the apron from TSPP into TWD. This killed the shimmering line but the image just didnt look correct.

Anybody has an idea how to fix this?

Thanks guys

 

You have to form a wall with points, instead of it being a rectangle, and make the side invisible.  Then you need to apply a top image that is the resolution of the entire table (like its a plastic).   You can check out how I did it in Triple Strike VR Room.
 



 


#1634 blindpeser

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Posted 18 February 2020 - 10:52 PM

Sounds like I need Blender or something like that. If it is easy to do, I could try it. Otherwise I have to pass at the moment? Is AfM ready to rock btw?

#1635 Rawd

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Posted 18 February 2020 - 10:53 PM

Sounds like I need Blender or something like that. If it is easy to do, I could try it. Otherwise I have to pass at the moment? Is AfM ready to rock btw?

No.. Not in Blender.. In VP..   (See Triple Strike room apron and image applied).



 


#1636 basbi

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Posted 21 February 2020 - 12:29 AM

VR frontend: :otvclap: 

 

https://www.vpforums...showtopic=43692



#1637 rockme

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Posted 21 February 2020 - 12:59 PM

I´m getting "GLAD failed" error when I try to start a table, can anyone help me out? :)



#1638 rascal

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Posted 22 February 2020 - 01:57 PM

I´m getting "GLAD failed" error when I try to start a table, can anyone help me out? :)

Make sure you have the latest video driver and that your video card can do OpenGL. What video card do you have?

 

Here is a link to help you find the latest video drivers for OpenGL. Pick the type of video card brand you have (AMD/ATI, Intel, or NVidia).

https://www.khronos....nloading_OpenGL

 

Most true 3D video cards normally come with OpenGL capability built in to the drivers these days.


Edited by rascal, 22 February 2020 - 02:02 PM.

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#1639 iryan2

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Posted 25 February 2020 - 08:38 AM

Hi all, can't wait to get VPVR running, I've only played Stern's so far and I'm blown away!

 

I'm wondering if anyone's experienced what I'm seeing:

 

When I launch a VR ROOM table, I get the SBS preview on my primary display, but the headset is just black inside.

Chaperone appears as it normally does, and the rom startup sounds play but there's nothing else.

 

 I'm using a Radeon card, SteamVR's running, and says Now Playing: VPinballX_GL

 

I might have missed something, are there preferences I need to configure in VPX?

 

Any other ideas?



#1640 blindpeser

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Posted 25 February 2020 - 09:05 AM

I think it is about the driver. Someone had a solution for this. Please create a new topic. We got this subforum, so we should prevent to discuss all issues in one thread. Pretty sure someone will help you soon. Thank you