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If you have the hardware to run it, look up UEVR unreal injector.
You can play this game in VR using the Unreal Engine injector and it feals like a native VR experience, legitimately.
It's relatively easy to set up.
On youtube or wherever look up tutorials and many should have a discord link where profiles for individual games are located as well as everything you need.
If you started now, you could be playing it in VR in like 15-20 minutes. It's not a huge headache like some VR mods are.
There's a possibility it is, but there are reasons why it wouldn't.
FX2 VR was a scattered launch; Oculus didn't see a release until 2019, compared to Steam and Playstation in 2016.
Star Wars VR was released simultaneously on all 3 stores -- Oculus, Playstation, and Steam. While it was well-received on Oculus itself, Steam's reviews tanked since it was essentially a universal build. This was Zen's first pinball title on Unreal 4.
Now, with FX VR bringing Mixed Reality into that version specifically, Unreal 5 is in play. The migration process for assets, going from 4 to 5, may not be as simple as it looks, and they have to do it for 140+ tables total. We're all still on Unreal 4.27; these two engine versions don't function exactly the same way.
FX VR is built differently compared to here. It's the same game of pinball, but note the Williams and Universal rooms. Here in FX, it's just a simple room with one table. Previously, it was stated licensors are looking for their own unique experiences, hence the above Star Wars app. We'll see how it plays out, especially if the big names like what Zen is doing right now.
https://www.youtube.com/watch?v=rgzuxhlrYws
True, but it doesn't need to be this way on PC.
Just add an officially-supported VR mode to the existing game, and call it a day. No one is asking for a whole separate game with the same tables again.
It always cracks me up when I see someone start off an idea with "just". Even when I do it myself.
Do you actually have any information to indicate that the table definitions for FX VR are the same as those for FX? If they're the same, then why does FX VR only have 11 tables at launch? You'd think Zen would be making more available if all they had to do was copy files over. But apparently, there's more to it than that.
I know that the tables in Pinball FX (the ones I've tried anyway), play perfectly well in VR with the use of UEVR Injector. That leads me to believe that we're moat of the way there, which was my point. I could be wrong.
I'm actually not asking them to port any files over. What I am looking for is an official VR mode in the existing PC game. Which we already know can work with the existing tables.
In the meantime, I will keep playing them in VR on my PC anyway, but through a slightly less convenient method.
Yes, there are superficially points of overlap, but Pinball FX with UEVR is not the same thing as FX VR on Meta Quest.
Does it provide a VR user interface for the game, or do you still have to use the keyboard and mouse to do anything?
Can you nudge the machine using your "hands" in VR or do you have to use the keyboard (or gamepad)?
How long can you play before the input lag starts making you nauseated?
The main problem with VR on the PC, including UEVR, is that the interface between the PC and the headset isn't where it needs to be quite yet. And that's mainly a hardware issue. MQ3 may arguably be a title under-powered as far as rendering goes, but it eliminates that extra step of transmitting data back and forth before it can update the display.
There's no reason at all why the PC version of FX couldn't do VR and do it well, once someone has addressed the hardware issues. Eventually we'll get to the point where the main compromise will be being tethered to your PC, but we're not there yet.
You've completely lost me. Most people use a game pad, the lucky few have a dedicated controller or pinsim. Everything, UEVR included is navigated with a pad no differently to playing on a monitor.
I think you're out of the loop. Nobody cares about physically nudging the table, most of the complaints i've seen about FXVR is wanting rid of the hand interactions.
It's been tempting to buy a quest to play the game, mainly for the portability of using it at work. The more i see about performance issues, the less enthusiastic i am in doing so. UEVR with the pimax crystal on my rig is able to do 90 fps with everything maxed out with a DLSS assist, and no input lag. After experiencing such bliss, not sure i could handle the downgrade in visuals or more so the performance.
Once used to that, going to the Q3 version will probably won't work for you. But on my 2080S and G2 Reverb I have to drop all gfx to the minimum and lower resolution to 90% to get 90fps, often I need multiple retries before hooking with UEVR works, ToolkitXR doesn't work nicely with it and leads to random crashes, it's all just not as convenient as sitting on the couch and playing it on the Q3. And I really enjoy all the extra stuff like the challenges and MR mode they built in the VR version.
What I would love is simply a VR mode in the pc version. Native VR runs better than through UEVR.
I guess it depends on circumstance. Convenience for me if having my PC level with the end of my bed, mostly where i reside when playing:) 2 clicks on the mouse and it fires up first time with the stable UEVR release i use for FX.
I guess you're under powered on hardware, the experience i get on my 14900k/4090 is visually perfect with performance to suit as any pinball title with native VR support.
I guess if you're stuck on the lowest graphical settings, then the quest is probably the better option.