The title pretty much says it all. I would like to know if anyone here has already tried to run the dolphin emulator with the DK2. Some say it should work. If yes this one should give us hundreds of titles to try out during the "starving period" even if those Wii/Gamecube titles don't use the full potential of the DK2.
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https://dl.dropboxusercontent.com/u/101772879/dolphin-vr-x64-4.0.exe
I accidentally included the sixense and iwear dll files in the installer, and can't be bothered to remake the installer. So ignore the part in the readme that says "not included".
This is based off of the latest Dolphin version on GitHub, as of Sunday 3rd August.
Make sure you read the readme.txt file.
GameCube games I have tested, from best to worst:
Wind Waker
Animal Crossing GameCube (near-clipping when turning head)
Bomberman Generation (angled camera)
Mario Party 4 (working, angled camera)
Mario Party 5 (white characters at start)
Baldur's Gate Dark Alliance (lights at HUD depth, angled camera)
Pikmin (3D HUD at wrong depth)
Pikmin 2 (3D HUD at wrong depth, far clipping)
Zelda Collector's Edition: OOT (Giant A button behind you)
Zelda Collector's Edition: Majora's Mask (Giant A button behind you)
Sonic Adventures DX (white subtitles and some screens)
Donkey Konga 2 (slight menu issues)
Tony Hawks Pro 4 (some intros missing head-tracking)
Four Swords Adventures (z-fighting, letterboxing)
Mario Kart Double Dash (dirty screen)
Paper Mario (works, a few things render strangely)
Soul Calibur 2 (HUD is ocluded by world behind it)
F-Zero GX (sort of works, resets)
Metroid Prime 2 Echoes GameCube (helmet at wrong depth, lots of culling)
Resident Evil 4 (intro weirdness, playable)
Zelda Collector's Edition: Wind Waker Demo (larger, sometimes distorted)
Star Fox Assault (menu depth problems)
Super Smash Bros. Melee (missing textures)
Kirby Air (sometimes one eye, change internal resolution during game to fix)
Eternal Darkness (HUD too close, scale not consistent)
Metroid Prime (slow, wrong depths)
Twilight Princess GameCube (bad orange rendering over HUD)
Need for Speed Underground (messed up menus)
Need for Speed Hot Pursuit 2 (menu and HUD problems)
Pokemon Coluseum (weird doubled menus and HUD, missing textures)
Killer 7 (impossible to proceed past menu)
Beyond Good and Evil (strobing)
Time Splitters (black noise)
Sonic Heroes (most things missing)
Luigi's Mansion (only intro works)
Zelda Collector's Edition: Zelda 1 (broken)
Zelda Collector's Edition: Zelda 2 (broken)
Game Boy Player (freezes)
Star Wars Rogue Squadron III (freezes)
Star Wars Rogue Leader (crashes)
Final Fantasy Crystal (Crash, CPU)
Super Mario Strikers (Crash)
Viewtiful Joe (crash)
Pokemon Box Ruby and Sapphire (crash)
Nobody has it except me, unless they built it themselves from my source on GitHub (with the LibOVR folder copied into Externals).
I don't have a DK2 (I'm in Australia), but I do have it working on my DK1 using the SDK 0.4.0 with DK1 Legacy App Support switched off, and with the head neck model working, which is as close as I can get to testing it on a DK2. Currently it is only working in Extend Desktop mode, but not in Direct HMD mode, and I have no idea why!
When I get it working in Direct HMD mode, remove a few debug prints, and copy my user per-game settings into the default per-game settings files, and write a readme, I'll release it. Oh, I should merge the Hydra support in first too.
Who says it doesn't use the full potential of the DK2?! As if I wouldn't use its full potential.
I'm not using Dolphin's full potential yet though. :( A lot of games still aren't working properly, due to unimplemented-in-VR features such as render-to-texture and eXternal Frame Buffer, and glitches with the depth buffer. And some games are just too slow.
NES and Super Nintendo Virtual Console games aren't working in VR yet. Most Sega and TurboGrafx Virtual Console games are working though.
I couldn't get any Nintendo 64 Virtual Console games to run in Dolphin, perhaps I dumped them wrong.
For the GameCube, Zelda Wind Waker (not HD) is working perfectly. F-Zero GX is sort-of working except for some menus. But I haven't had a chance to test other GameCube games (I never owned a GameCube).
For the Wii, some games like Attack of The Movies 3D, are working really well. Link's Crossbow Training is mostly working, except for the water. The most popular AAA games generally aren't working yet, or are only sort of working, including Twilight Princess, Skyward Sword, Metroid Prime 3, etc. But lots of other games work. And games that don't work are still often worth standing inside and looking around a bit, even if they aren't playable.
EDIT: Some games I have already set the scale, HUD depth, camera pitch, etc. for, but other games will require the user to do that in the settings or with the keys.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
I haven't got or tested Metal Gear Solid: The Twin Snakes yet. So I don't know if the game will be playable, or if that scene is even rendered in 3D.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
Really looking forward to trying it out much later when its more stable, I take it you are using the buit in camera hack to pan the camera around, I remember you were able to hold right mouse button and move the mouse and see all around the area?, and yeah with the built in "widescreen hack" (actually more a fit to window hack) is really awesome you can defenitly expand the vertical Field of view on practilly any game which im gussing if perfect for the rift.
for MGS may want to look into FPS mode Action replay code
http://bsfree.org/?s=17&d=6&g=6466.
never tried it myself, can only assume its like bieng in FPS mode but you are able to move at the same time?
Sort of. Actually it's separate from the built in camera hack and the widescreen hack, but it uses the same principles.
But it's more complicated than that because of the existence of 2D layers. I decided that 2D layers should be like floating panes of glass anchored to the world. And that they have to cover exactly the same section of the world they do normally, so your cursor, cross-hair, labels, menus, etc. all line up perfectly with the world behind them. And that they should have thickness rather than just being 2D, since orthographic rendering still uses z values, so different HUD elements could be at different depths. And 2D that doesn't have anything 3D in the scene with it should be treated differently. etc.
I've never played MGS before, or anything in that series. So I don't really know anything about it, except that it is available for GameCube, and therefore theoretically playable in Dolphin.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
OK, I gave up on trying to get Direct HMD working, so you have to use Extended.
So I am releasing the Dolphin emulator for the Oculus Rift DK1 or DK2 (untested) and (optionally) Razer Hydra.
It's still buggy (and not all bugs are my fault).
Some recommended games:
Zelda Wind Waker (for GameCube)
Link's Crossbow Training
Attack of the Movies 3D (choose the 2D mode, it's still in 3D)
Animal Crossing
Centipede: Infestation
Little King's Story
Golden Axe (virtual console)
Alex the Kidd (virtual console)
ToeJam & Earl (virtual console)
Dungeon Explorer (virtual console)
Not working:
Any NES or SNES games.
If Wind Waker isn't showing the logo correctly, stop it and launch it again. I think it has to do with the Health and Safety Warning.
Enjoy, and let me know how it goes.
https://dl.dropboxusercontent.com/u/101772879/dolphin-vr-x64-4.0.exe
If you set up a game so that the scale and HUD look right, you can post your config file (and emulator settings) here for other people.
Also if you have any requests for games you want me to get working, let me know.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
I'm not seeing a Rift setting anywhere.
Or am I to understand this outputs to the rift exclusively?
I'll try and test it out!
There is no setting. If your Rift is plugged in (and the 0.4.0 Runtime is installed) when you launch Dolphin, it will use the Rift. If your Rift is not plugged in, (and a Vuzix VR920 is not plugged in either) it will be like normal Dolphin. The same with the Razer Hydra. Either way, Dolphin still looks like Dolphin until you play a game, or right click a game and choose properties and the VR tab.
But the Rift support only works in Extend Desktop mode, not Direct HMD mode.
Pressing the Play button will start the game on the Rift, so you need to put your HMD on quickly after that.
The readme file explains it all:
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
When I opened the game it brought up the Oculus health warning and the Nintendo logo behind it. when it started the game it was quite choppy and the majority of the textures and objects other than the bridge and the boat were missing. I put this down to maybe the game needed some different graphical settings. I went in to the graphics menu and changed the renderer to Direct3D. I opened the game again and the in game graphics looked spectacular, the positional and head taking was working brilliantly, it was running at full speed, but there was one major problem. The position of each screen was too far towards the centre leaving a big black space on the far left and right. It seems that if there was a way of moving each screen towards the edges it would work.
Is there any way of fixing this? Or is that what you meant when you said "only use OpenGL"?
Choppiness is to be expected if your computer isn't fast enough. I'm getting about 10 frames per second on my laptop.
"the majority of the textures and objects other than the bridge and the boat were missing"
That's either a bug, or behaving as intended, depending on what you mean. At the start, can you see the Wind Waker logo and the buttons in the top right corner? Or can you just see the cartoon cloud with no logo? If you can't see the logo, that's an intermittent bug that suddenly started occurring. I think it might be caused by the health and safety logo.
I can only show objects that the game chooses to render, and the game thinks it is rendering to a smaller FOV facing forwards. Mostly Wind Waker renders a lot that it doesn't need to, so it's not usually a problem.
EDIT:
Yes, it's definitely the Health and Safety screen causing all the problems.
I'm going to have to disable the Safety Protocols! I'll just use a message box with the same message instead.
Sorry, Oculus! I tried! But your safety screen is seriously buggy.
EDIT:
Fixed, download again!
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
I've restarted but not seen the logo once. As with achachi, I tried D3D and was able to see the logo/buttons, albeit without the correct warping and such
It's the Health and Safety screen causing the problem. I'll make a dialog box with the safety message instead.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
There's definitely many issues with OpenGL and SDK 0.4.0, but's that's probably not the problem. I think it's more to do with rendering every object twice and warping the screen. Maybe I should add a mono mode.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
It's certainly better than it was before but there is still some problem with graphics and the position of link and dialogue boxes.
The incorrect position of the screens in Direct3D mode still exists.
Keep up the good work I have a feeling this is probably going to be one of the most compelling reasons to get a Rift.
It's not screens, it's just "screen" when it comes to Direct3D. Direct3D is not implemented at all, only the OpenGL backend contains any Rift code. However the tracking, FOV, and 2D layer stuff is done outside the backend, which is why it seems to almost work. But there is definitely only one screen in Direct3D mode. I am forcing it to OpenGL mode on startup, and the readme tells you to use OpenGL. Direct3D is quite deliberately not done yet.
Anyway, thank you for the encouragement.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
Mario Kart only works with one eye, unfortunately. I am very eager to try that out, if you can get that to work
I played some Xenoblade, just the intro... looks great!
Great job overall, if you can get Direct3D to work, this would be 100% better.
Works in Direct3d w/o the 3d obviously. Going to play around with it for a bit.
But I'm running WW and ending up with a big O in my screen.
Keep up the good work.
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
Edit: attachment isnt working. Here's the imgur link instead. http://imgur.com/prS7QyY
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra
Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
You did read the issues list to see that direct mode does not work on AMD cards with OpenGL yet, right? At least I'm only guessing that you may have AMD hardware, like I do.
Nope, I have an Nvidia Card. I'll just be patient until Direct3D is implemented. Looking forward to this more than most others due to the number of AAA titles that could work beautifully.
I also tried Majora's Mask (Virtual Console version) but that one did not work at all. Neither did Ocarina of Time (Virtual Console version). I imagine Ocarina of Time does probably work through the GCN Collector's Edition game though, still need to test that.
em.. like this:
http://youtu.be/sytBH9vfO9U?t=1m15s
If anyone know how to do this. let me know.. Thanks.