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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Mon May 02, 2016 11:51 am 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 827
Tortri wrote:
I am checked for the beta. Not sure if I'm doing something wrong, even checked for update. (run FPLoader as Admin)

You need to enable Unknow Sources in Oculus Home. Go to Settings, on left menu, click General then toggle "Unknow Sources".
I did it 2 weeks ago and forgot about it.


Tortri wrote:
Ad. 2... this seem to mostly fix it but still slightly there, just enough to mess with me.

Try to set in BAM menu "Frame Latency" to -1 or 1.
To view BAM menu press Q and use arrows. (Menu is displayed above pinball).

Tortri wrote:
..is there a reset position button?

Yes. F12
You can change key in menu. Press Q. When down arrow and select "Home key", Enter and press key you like.


I work on that crash but it is not simple to solve.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-185, released: Sep 17, 2017


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Tue May 03, 2016 12:14 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 827
update: New bam.dll, openvr.dll
- Fixed crash on game exit
- Added Scale options. Like in Alice in Wonderland. You may get bigger (Scale < 1.0) or smaller (Scale > 1.0). Try 1.3 and you will look at pinball like when you was child.
- Added Tracking Orgin: Standing. For HTC Vive user: Game room floor will be your floor and you may walk in game room. Scale option will work in that mode too.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-185, released: Sep 17, 2017


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Tue May 03, 2016 5:44 pm 
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Joined: Sat Apr 30, 2016 5:52 pm
Posts: 3
It's working MUCH better! I changed latency to -1 and for me that's the sweet spot. I still have to load SteamVR, Oculus Home isn't working with it. I double checked and I do have let unknown sources checked. Does anyone else with a CV1 have the same issue? Aside from that, AA x8 makes it jump around/stuttering for me (4790k i7 4.6Gh, GTX 980ti) so I set AA to x2 and runs with no issues. I can also walk around the room with my CV1 with no issues.

This is awesome and thanks for making this possible!!


Note: Hitting F12 to calibrate set it as if I was a kid playing. (Low) I fixed it with the X/Y/Z coordinates.


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Wed May 04, 2016 6:12 pm 
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Joined: Wed May 04, 2016 6:07 pm
Posts: 5
ravarcade - firstly and most importantly this is wonderful fantastic work that you've done here.

Simply beyond anything I ever could have hoped for - just blown me awat.

I saw this here at Reddit ( https://www.reddit.com/r/Vive/comments/ ... fantastic/ ) and it's just completely made my day and validate every reason to have the Vive! :) :) :)

May I trouble you for one question - I am not an expect at PC's but can make stuff work with instructions etc.

I am running a lot of tables absolutely fine - however Indiana Jones seems to have a DMD that does not display on this. Is this something that I can fix - in the standard version of Future Pinball it's like in the top left - I think this is a positioning thing - but not sure what I need to do - or even if there is anything I can do to bring it into view.

Is there any advice yourself or anyone can give ?

Many thanks.


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Wed May 04, 2016 11:47 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1257
Location: Arkansas, USA
zombie57 wrote:
ravarcade - firstly and most importantly this is wonderful fantastic work that you've done here.

Simply beyond anything I ever could have hoped for - just blown me awat.

I saw this here at Reddit ( https://www.reddit.com/r/Vive/comments/ ... fantastic/ ) and it's just completely made my day and validate every reason to have the Vive! :) :) :)

May I trouble you for one question - I am not an expect at PC's but can make stuff work with instructions etc.

I am running a lot of tables absolutely fine - however Indiana Jones seems to have a DMD that does not display on this. Is this something that I can fix - in the standard version of Future Pinball it's like in the top left - I think this is a positioning thing - but not sure what I need to do - or even if there is anything I can do to bring it into view.

Is there any advice yourself or anyone can give ?

Many thanks.


If you are using the latest version of the Indiana Jones table that you download at the following web site, you must use the latest version of BAM to run. It has custom balls that come out during multiball and other times which requires BAM v1.4-124. You can download this version of BAM at the link after the first link.

http://www.pinsimdb.org/pinball/table-2 ... _ultimatum

http://ravarcade.pl/?en_download,16

Geeorge


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Thu May 05, 2016 2:01 am 
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Joined: Wed May 04, 2016 6:07 pm
Posts: 5
Geeorge, many thanks for your help here.

This is the first thing I am going to be doing when I get home tonight - thanks for taking the time to sort me out. :)


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Thu May 05, 2016 10:42 am 
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Joined: Thu May 05, 2016 10:37 am
Posts: 1
Hi, great work.

However me and someone else (see here: https://www.reddit.com/r/Vive/comments/ ... ic/d2sv9nw) with beefy Radeon cards have trouble to even get 45fps on lowest settings, while it runs fantastic in non-VR mode on max settings.

Is this an isolated issue or is anyone else having those problems? Also how can I make sure it is actually using my actual graphic card and not the onboard graphic card (I read somewhere that one user had the problem that Future Pinball defaulted to his onboard card)?

Any other suggestions? thanks


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Thu May 05, 2016 1:27 pm 
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Joined: Mon Mar 25, 2013 4:02 pm
Posts: 827
AntaresDaha wrote:
Hi, great work.

However me and someone else (see here: https://www.reddit.com/r/Vive/comments/ ... ic/d2sv9nw) with beefy Radeon cards have trouble to even get 45fps on lowest settings, while it runs fantastic in non-VR mode on max settings.

Is this an isolated issue or is anyone else having those problems? Also how can I make sure it is actually using my actual graphic card and not the onboard graphic card (I read somewhere that one user had the problem that Future Pinball defaulted to his onboard card)?

Any other suggestions? thanks

I will check tomorrow with radeon.
For now you may blame me for low framerate.
FP is old program with old engine. In most cases it is limited by driver/cpu performance.

@zombie57:
I will check that table today and will return here with guide what to do.

_________________
http://www.ravarcade.pl
Better Arcade Mode
current BAM version: v1.4-185, released: Sep 17, 2017


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Thu May 05, 2016 2:06 pm 
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Joined: Wed May 04, 2016 6:07 pm
Posts: 5
@ravarcade

Thanks for the reply - just so you know - all sorted now. The mistake was on me, I was using an older version of the game. New download and no problems.

Thank you.

---

One more question for anyone if I may ?

Can anyone recommend a front end for this for VR or is there a way I can make Future Pinball launch directly to the table selection menu ?

Thank you.


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 Post subject: Re: BAM - OpenVR (oculus / vive) beta
 Post Posted: Sun May 08, 2016 11:39 am 
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Joined: Sun May 08, 2016 11:35 am
Posts: 11
So I followed your directions for the OVR-beta. downloaded Future Pinball and extracted the OVR-Beta.zip to the Future Pinball folder. Ran Oculus Home and Steam VR, then I ran FPLoader.exe from the OVR-Beta folder. I load up a table and nothing appears on the rift other than the SteamVR grey room environment. Can't figure out what I am doing wrong. Any tips or ideas? Thanks.


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