Dipkid Posted March 8, 2023 Share Posted March 8, 2023 (edited) Hi All. I play on a cab with a 43" 4K PF. Most of my tables POV looks great, without much fiddeling, especially newer stuff like the VPW tables. My problem is the POV on some tables. I cant stand seeing the whole underside of the flippers. It really throws me out of the immersion. (You dont do that on a real machine right, leaning over it.. been a while..?) (I guess it would make sense if playing desktop, or if I was 3" tall and looked at the table thru the coin-door..) But if I try to fix the pov with layback, inclination etc, I end up messing up the rest of the table. one version of MM for example, If i twist & turn the settings so the flippers look good to me, then the castle looks so distorted that i can see straight into the roof, heavily tilted forward... Am I just being insane, can it be fixed, can I rotate the flippers? Any advices welcome. Sorry if this is gets me The Stupidest Question Ever Award... This dosent look right to me..: Edited March 8, 2023 by Dipkid Link to comment Share on other sites More sharing options...
Content Provider Wylte Posted March 8, 2023 Content Provider Share Posted March 8, 2023 PoV Explained (as best I can) Inclination - How tilted the whole table *appears*. 6 is the default slope VPX uses. I've got a standard starting point for each era that can be tweaked based on the table: 0 for EMs, 6 for modern, 12 if there are tall toys (or heads) or something on the backwall. FoV - Camera "lens shape", larger number means more depth, like a "fisheye" effect, smaller is more "telephoto". 99% of tables I set this to 45. Layback - Tilts & vertically stretches the appearance of objects on the table. No IRL analogue, as it's a virtual trick. I go up to 60 unless there is a toy getting stretched (heads esp.), in which case I back down toward 45 (unity with FoV). *Note: FoV and Layback affect the appearance of the ball, stretching at the back or squashing it in the front. There is the "Cabinet Anti-stretch" visual setting, but I haven't bothered with it. Scales - Keep z-scale at 1. Generally, keep x/y below 1 (possible image stretching at render, unconfirmed but why not). Usually around 0.9:1 ratio, just trying for circles to be slightly "wide" (as if viewing the pf plane at an angle). Offsets - Camera position. z is vertical/perpendicular to the pf (how "high" your camera is), x and y shift along those axes. Completely table dependent. Every setup/screen/table/person is unique - my suggestions are just suggestions! 6 hours ago, Dipkid said: MM for example, If i twist & turn the settings so the flippers look good to me, then the castle looks so distorted that i can see straight into the roof, heavily tilted forward... Off the top of my head for MM I'd start with: Inc 6, FoV 45, Layback 45, x .9, y 1, z 1, then whatever offsets you need to center it. I can come back with a screenshot and my numbers in a bit Link to comment Share on other sites More sharing options...
Dipkid Posted March 8, 2023 Author Share Posted March 8, 2023 thanks so much for this! gonna print this out at work tomorrow 😁 One problem for me then, might be I pull and push the X & Y scales pretty aggressively to make tables fit my screen corner to corner. Another dragon to chase and obsesse over.. so little playing, so much tinkering. but that's the definition of a hobby I guess.. Link to comment Share on other sites More sharing options...
Content Provider Wylte Posted March 8, 2023 Content Provider Share Posted March 8, 2023 Here's what I came up with for MM. Castle is maybe a bit stretched but I wanted to make the top lane inserts more visible. I would crop out the apron to fit more table on the screen, myself Link to comment Share on other sites More sharing options...
Dipkid Posted March 8, 2023 Author Share Posted March 8, 2023 thanks a lot man, gonna try it out! really appreciate it. Link to comment Share on other sites More sharing options...
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