Search titles only
By:
Home
Forums
New posts
Search forums
Articles
New articles
New comments
Search articles
Pinball DB
Pinball Tables
Pinball Games
What's new
New posts
New articles
New profile posts
New article comments
Latest activity
Log in
Register
What's new
Search
Search
Search titles only
By:
New posts
Search forums
Menu
Log in
Register
Navigation
Install the app
Install
More options
Contact us
Close Menu
Welcome Back to Digital Pinball Fans -
please read this first
For latest updates, follow Digital Pinball Fans on
Facebook
and
Twitter
Home
Forums
Zen Studios
Table Talk: Zen Originals and Licensed Tables
Star Wars Pinball VR
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="shutyertrap" data-source="post: 296262" data-attributes="member: 134"><p>I got the game up and running yesterday...</p><p></p><p>Headset - Rift</p><p>Game version - Steam</p><p>Controls - PinSim</p><p></p><p>So no, if you have a Rift you can't even buy the game on the Oculus store, that is for Quest 1 and 2 only.</p><p></p><p>I tried using my PinSim right off the bat and other than hitting A to start the game, it didn't work, mainly because I couldn't navigate the room! So then I set up the Touch controllers, and yeah those worked but I hate flipping with triggers. I disconnected those and plugged in a 360 controller. That worked just fine, but dammit I really wanted to use my PinSim. So I contacted Jeremy Williams, and he said it works right out the gate with the Quest so long as you have a USB adapter for the headset (USB to USB-C I think?), but I'm on a Rift. He said I needed to DISABLE Steam input by right clicking the game in Steam -> Game Properties -> Controller. And then he sorta blew my mind by telling me he has built in combo settings for the PinSim that make buttons have alternate functions, including the joystick. So by pressing the joystick up at the same same time as the BACK button, suddenly my joystick acted as the left analog stick instead of the d-pad! That let me navigate the room and approach the table, at which point I do joystick down + BACK and it's back to d-pad function (needed for the accelerometer and analog plunger to work). YES!!</p><p></p><p>Now truth be told, it wasn't that easy. Plugging and unplugging controllers confused my PC, locking me out of both at one point prior to getting any of it to work, so I had to restart the PC with my PinSim plugged in to get that recognized as the primary. But it worked great afterwards. Also, since I don't have a right analog on the PinSim, you walk around the room as if you have no ability to turn your body. No biggie, but odd. The true issue is that when playing a table, Zen only gives you two options for what re-centers your position and it's to either use the L3 or R3 function, neither of which I have on the PinSim. So instead I have to enter 'immersion' mode, alter my body and head position slightly, and then go back into regular view to have the adjustment work. In FX2 VR it was a simple press of the X button. Really wish Zen would let us map our own button rather than have presets. Gonna be making that suggestion to them. </p><p></p><p>As for the visual clarity of the game, well as I said, I'm on a Rift. To me it looks just as good as FX2 VR. In other words, I'm using a standard def TV to compare a DVD to a BluRay, neither of which the TV's resolution can tell the difference between. Jared is on the Quest 2 and was using his cable attached to the PC, said he could tell a difference between using that and going wireless. His main complaint was with aliasing. </p><p></p><p>Mando does indeed use Williams physics, but there's no visual 'give' to the flipper when a ball bounces off it like we see in Vol 4-6. I haven't played but a quick game on Collectibles to confirm if that too uses Williams, but for Jedi I can confirm it's the old physics. One thing I noticed with Jedi was how the cabinet got much wider to handle all of the playfield. My hands resting on my PinSim were in much narrower than the virtual cab compared to other tables.</p></blockquote><p></p>
[QUOTE="shutyertrap, post: 296262, member: 134"] I got the game up and running yesterday... Headset - Rift Game version - Steam Controls - PinSim So no, if you have a Rift you can't even buy the game on the Oculus store, that is for Quest 1 and 2 only. I tried using my PinSim right off the bat and other than hitting A to start the game, it didn't work, mainly because I couldn't navigate the room! So then I set up the Touch controllers, and yeah those worked but I hate flipping with triggers. I disconnected those and plugged in a 360 controller. That worked just fine, but dammit I really wanted to use my PinSim. So I contacted Jeremy Williams, and he said it works right out the gate with the Quest so long as you have a USB adapter for the headset (USB to USB-C I think?), but I'm on a Rift. He said I needed to DISABLE Steam input by right clicking the game in Steam -> Game Properties -> Controller. And then he sorta blew my mind by telling me he has built in combo settings for the PinSim that make buttons have alternate functions, including the joystick. So by pressing the joystick up at the same same time as the BACK button, suddenly my joystick acted as the left analog stick instead of the d-pad! That let me navigate the room and approach the table, at which point I do joystick down + BACK and it's back to d-pad function (needed for the accelerometer and analog plunger to work). YES!! Now truth be told, it wasn't that easy. Plugging and unplugging controllers confused my PC, locking me out of both at one point prior to getting any of it to work, so I had to restart the PC with my PinSim plugged in to get that recognized as the primary. But it worked great afterwards. Also, since I don't have a right analog on the PinSim, you walk around the room as if you have no ability to turn your body. No biggie, but odd. The true issue is that when playing a table, Zen only gives you two options for what re-centers your position and it's to either use the L3 or R3 function, neither of which I have on the PinSim. So instead I have to enter 'immersion' mode, alter my body and head position slightly, and then go back into regular view to have the adjustment work. In FX2 VR it was a simple press of the X button. Really wish Zen would let us map our own button rather than have presets. Gonna be making that suggestion to them. As for the visual clarity of the game, well as I said, I'm on a Rift. To me it looks just as good as FX2 VR. In other words, I'm using a standard def TV to compare a DVD to a BluRay, neither of which the TV's resolution can tell the difference between. Jared is on the Quest 2 and was using his cable attached to the PC, said he could tell a difference between using that and going wireless. His main complaint was with aliasing. Mando does indeed use Williams physics, but there's no visual 'give' to the flipper when a ball bounces off it like we see in Vol 4-6. I haven't played but a quick game on Collectibles to confirm if that too uses Williams, but for Jedi I can confirm it's the old physics. One thing I noticed with Jedi was how the cabinet got much wider to handle all of the playfield. My hands resting on my PinSim were in much narrower than the virtual cab compared to other tables. [/QUOTE]
Verification
Post reply
Members online
No members online now.
Home
Forums
Zen Studios
Table Talk: Zen Originals and Licensed Tables
Star Wars Pinball VR
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.
Accept
Learn more…
Top