Dipkid Posted March 8, 2023 Posted March 8, 2023 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..:
Content Provider Wylte Posted March 8, 2023 Content Provider 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
Dipkid Posted March 8, 2023 Author 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..
Content Provider Wylte Posted March 8, 2023 Content Provider 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
Dipkid Posted March 8, 2023 Author Posted March 8, 2023 thanks a lot man, gonna try it out! really appreciate it.
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