VPVR 10.7 ball stuck on some vertical ramps
Fixed with [0b4f7b] can you retest?
Balls vanish upon starting some games
Fixed with [0b4f7b]
Controller Support
Experimental support for XInput with rumble is added.
Fixed with [0b4f7b] can you retest?
VPVR 10.7 ball does not come back from poker corner lock
Fixed with [0b4f7b] can you retesr?
VPVR 10.7: ball vanishes in theatre of magic
Fixed with [0b4f7b] can you retest?
vpvr 10.7 ball gets stuck in Tron
Fixed with [0b4f7b]
VPVR 10.7 ball stuck in big bang bar
Fixed with [0b4f7b]
VPVR 64 10.7 regression ACDC ball launch jumps
Fixed with [0b4f7b]
VPVR 64 10.7 launh ball does not work on some tables anymore
Fixed with [0b4f7b] - can you retest?
VPVR 10.7 ball gets stuck in left hole of TOTAN
Fixed with [0b4f7b]
VPVR 10.7 no second ball in catacomb table
Fixed with [0b4f7b]
VPVR 10.7 ball gets stuck in Indiana Jones table
Fixed with [0b4f7b]
VPVR 10.7 ball gets stuck in Stampede (jurassic PArk)
Fixed with [0b4f7b]
VPVR 10.7 ball gets stuck in champions pub
Fixed with [0b4f7b]
VPVR 10.7 ball gets stucks in demolition man (clamp ramp)
Fixed with [0b4f7b]
VPVR 10.7 ball gets stucks in demolition man (clamp ramp)
Build environment is updated for all platforms (0.6, 0.7, x86, x64).
Build with VS 2019 problems
Bug in basicshader.glfx
Should be fixed in the latest release.
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Check Preferences->VR Settings... I've splitted Video and VR Options to have independent settings for normal and VR play.
Check Preferences->VR Settings... I've splitted Video and VR Options to have independent settings for normal and VR play.
resolve some merge errors
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"cound not find shader technique SSreflection"
Fixed with Commit [89fc65] - SS Reflections should work now.
Fixed with Commit [89fc65]
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I don't have a working BAM setup myself, but according to Rafal it shoul work with both. Usage: All works almost same way as with Arcade Pinball, but you don't have control over table location. 1. Player need working Future Pinball with head tracking. (FP is used to setup head tracking, FP is closed). 2. Start BAM-Tracker.exe, select head tracking method, left it running. 3. Run VPinballX_GL.exe. I've just uploaded a new version, Headtracking support can be enabled in the VideoOptions menu.
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For the blurry playfield you can check go to Table=>Image Manager and check if the actual playfield image looks sharper than in VR. Also check in Video/Graphics Options if the Max Texture Dimension is set to unlimited. If the original image has a higher resolution than what you see in VR and if the Texture Dimension is set to unlimited this might be a bug (maybe caused by Mipmapping/Aniostrophic filtering). I will take a closer look to it at the weekend.
The issue is the resolution of the Vive itself. It is just to low for a regular DMD. I should add a feature where the backbox and the DMD can be scaled.
I have three monitors attached to my PC and a HTC Vive. The resolution and the display selection is for Non-VR modes and for the control window on the screen (I cannot record the Vive directly, so I've captured the control window instead). The Vive (and all other HMDs) uses the resolution reported by SteamVR. You can change this setting in SteamVR settings => Video => Manual Override. Maybe I should make this clear in the video, too.
I'm not sure if we are talking about the same thing. I meant the reflections of the ball and other static objects in the playfield. Not the Left/Right flipping of the playfield (Holding Shift while opening the table file).
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Hi Christopher, the audio playing code from VPVR is identical to original VPX code. So if you want audio from your headphones you have to change your audio source before starting VPVR. But even then you will not have only static spatial sound effects. I will take a close look on this later, but for now I will focus on performance and rendering bugs. Sebastian
And I also disabled VSync when VR is enabled. I have the exact same behavior with the Vive when I enable Vsync. Can you check if the Stereo issue and the VSync issue are fixed for you?
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Hi Terry, good to hear that it is working now. For the stereoscopic issue: I mixed up matrix multiplication. I already uploaded the new commit. The new build should be also available in a few minutes.
Thanks for the feedback. Since Terry has the table on the screen, but not on the Rift, I assume something is going wrong when submitting the images to the VR Compositor (Player::RenderStereo). Have you already tested, if the performance is also that bad with the other Stereo modes and Stereo off?
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DirectB2S
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Differences between VPX and VPVR
Lights are not working sometimes.
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Getting started
Lights are not working sometimes.
Enviromental mapping on metal and balls looks ugly.
Mirroring of the playfield is broken.
Getting started