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Dolphin Emulator DK2 compatibility

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  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    OK... Here's a release, v. 4.0-8949. It's probably super buggy, and I haven't really tested it, but you have been waiting long enough.

    Built with SDK 0.6.0.1 and SteamVR, use this if you have Runtime 0.7

    Built to use the Oculus 0.5 Runtime DLL and SteamVR, use this if you have an nvidia 5xx or below graphics card, or if you like extended mode, or if you only have a Vive, or you don't have the 0.6 Runtime installed

    Let me know if you need a version built with a different SDK.

    If you want to force it to use either Oculus or SteamVR, try these command line arguments:
    dolphin.exe -steamvr
    dolphin.exe -oculus
    
    otherwise it will try Oculus first then try SteamVR if Oculus fails.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    Awwwww Yeah!

    Well done guys, super excited to try this out as soon as I get home! :lol: I was going to ask why you decided to build with 0.6 instead of 0.7, but I was smart enough to figure out some people still need extended mode haha.

    Keep up the awesome work ;)
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    Awwwww Yeah!

    Well done guys, super excited to try this out as soon as I get home! :lol: I was going to ask why you decided to build with 0.6 instead of 0.7, but I was smart enough to figure out some people still need extended mode haha.

    Keep up the awesome work ;)
    That's one reason. Another reason is that 0.6 has less changes for me to make than 0.7.

    I did add 0.7 support tonight, but it is still buggy and needs some work.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    Ah yeah, thought as much... With any update I guess there are always gonna be bugs, hopefully when they get to version 1.0 they will have everything pretty much set so no Major changes after that.

    EDIT: Some Hours Later

    Well after a few hours of testing I'd say direct mode works just as well as it did before, I have to run games at 75fps because if I select any of the 'Pullup' options the graphics start glitching and I get numerous errors, but every game I've tested runs great, a few slowdowns here and there but works just as well as it did before the new 0.7 SDK.

    OS: Windows 10
    Graphics: AMD Radeon HD 7950
    CPU: i7 4770
    Runtime: 0.7

    Games Tested:
    Super Mario Galaxy 2 (Wii)
    Smash Bros. Brawl (Wii)
    Lego Star Wars 2 (GC)
    F-Zero GX (GC)
    Simpsons Hit & Run (GC)
    Simpsons Road Rage (GC)
    Mario Kart (Wii)
    Super Mario 64 (N64 VC)
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    I just added a VR column to the game list in Dolphin VR, so people can see how well that game is supposed to work in VR, or sort their games by how well they work in VR.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    2EyeGuy wrote:
    I just added a VR column to the game list in Dolphin VR, so people can see how well that game is supposed to work in VR, or sort their games by how well they work in VR.

    Oh awesome! Something like that will be quite useful to me haha.

    I was also wondering 2EyeGuy, I'm not sure whether this is a bug and to be honest it is pretty picky... When I used to use the camera adjust hotkey's (Shift + W, A, S, D, =, -, ect..) on the older versions of DolphinVR, I used to be able to hold the hotkey's down and it would do the job much quicker, now in the latest version with 0.7 support I can't do that for some reason, If I click it it moves one step but if i continue to hold it down it doesn't register, I have to repetitively click the hotkey really fast to move the camera or change eye separation and doing that is really slow going.

    If you could look into it that would be great :)
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    The reason is, they completely changed how hot-keys are implemented in the main Dolphin branch, and it broke how we were doing it, so I had to strip out our own Dolphin VR hotkey system and just use the main Dolphin one. I guess I should try to fix Dolphin's hotkey system so it has the same features that ours used to have.

    BTW, I fixed most of the issues with trying to build with the 0.7 SDK. So when 0.8 comes out and 0.6 stops working, we will be ready for it.
  • I really feel like I've just got to be missing something. I had Dolphin VR running buttery smooth before the update to 0.7. I've downloaded the 8949-06 build and I just can't come close to the performance I had before. I've done a full uninstall and reinstall of Dolphin VR too.

    I'm testing with Super Mario Galaxy 2. The frame rate seems to hover around 48 FPS and of course there is judder. I'm running a 780 TI and I have it configured just the way I did before. I'm using Direct X and unlike others, I'm not having a black screen issue at all. Just bad performance. Open GL is actually much worse visually for me. The sky is mostly black and everything is lower res.

    Charltron says everything is working for him as well as it did before 0.7. I'm not seeing that at all.

    Any ideas what I might be doing wrong? I'm actually teaching a VR crash course at University of Houston on Friday (day after tomorrow) and I was hoping to show off Dolphin VR as part of that day.

    Thanks guys
  • I cant get 4.0-8949 to work period. The blue light comes on and the rift display flickers, but nothing ever appears and I have to shut down emulation. No setting changes seem to help, I even tried a fresh profile. Running 980ti with the 0.6.0.1 run-time. It doesn't even work in extended mode anymore :(

    Edit: the new runtime 5 version one does load tho...The Oculus warning also never goes away lol do'h
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    eXntrc wrote:
    I really feel like I've just got to be missing something. I had Dolphin VR running buttery smooth before the update to 0.7. I've downloaded the 8949-06 build and I just can't come close to the performance I had before. I've done a full uninstall and reinstall of Dolphin VR too.
    You probably aren't missing anything, it is probably just a bug.
    eXntrc wrote:
    I'm testing with Super Mario Galaxy 2. The frame rate seems to hover around 48 FPS and of course there is judder. I'm running a 780 TI and I have it configured just the way I did before. I'm using Direct X and unlike others, I'm not having a black screen issue at all. Just bad performance. Open GL is actually much worse visually for me. The sky is mostly black and everything is lower res.
    Sorry I didn't test with that game yet. BTW, the graphics settings are not shared between DirectX and OpenGL, so you need to set the internal resolution for each.
    eXntrc wrote:
    Charltron says everything is working for him as well as it did before 0.7. I'm not seeing that at all.
    You are probably right, I don't think it is working as well as it did before 0.7. But I can't really compare because I am on Windows 10 so I need to use 0.7.
    eXntrc wrote:
    Any ideas what I might be doing wrong? I'm actually teaching a VR crash course at University of Houston on Friday (day after tomorrow) and I was hoping to show off Dolphin VR as part of that day.
    I'd just show off an older version and older runtime. I'm really sorry about the performance issues.
    costersall wrote:
    I cant get 4.0-8949 to work period. The blue light comes on and the rift display flickers, but nothing ever appears and I have to shut down emulation. No setting changes seem to help, I even tried a fresh profile. Running 980ti with the 0.6.0.1 run-time. It doesn't even work in extended mode anymore
    That could be unique to whatever game you are testing. Some games crash or freeze on startup. Or it could be a bug.
    costersall wrote:
    Edit: the new runtime 5 version one does load tho...The Oculus warning also never goes away lol do'h
    Darn. I couldn't test the runtime 5 version because I have Windows 10. There is a registry hack to add an option to Oculus Config Util to disable all health and safety warnings.

    I guess I'd better release a new build soon. But I'm still not sure what is causing the issues.
    I'm starting to worry that I accidentally released a debug build or something.
  • "That could be unique to whatever game you are testing. Some games crash or freeze on startup. Or it could be a bug."

    Yeah I couldn't get any game to load they all had the same issue, but they worked on the 0.5 version. Other than the Oculus Warning screen never going away I also had control issues. This has been a bug for ages in the VR Dolphin releases so I haven't tried it in awhile, but it still exists. In Dolphin if I set it to steering wheel it registers my Logitech G27 wheel button presses in the config, but doesn't register/work in any games. Thanks for all the hard work, it really is a great program when everything comes together! :)
  • TroutDeepTroutDeep Posts: 59
    Lawnmower Man (or Woman)
    costersall wrote:
    Other than the Oculus Warning screen never going away I also had control issues.

    I was playing with this last night and also got the stuck warning screen. I'm not certain, but it seemed to be that tapping the Rift caused the warning to disappear. I played at least one demo a while back that used a Rift-tap as an input, but I don't recall its name off the top of my head. I hope that this is, indeed, the case... and that it's helpful. :)

    Tested w/ both .5 and .6 Dolphin builds... don't recall if this applied to one or both... pretty sure .5 at least.

    DK2 - Windows 8.1 x64 - SDK 0.6.1
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    I fixed that HSW issue yesterday, so I guess I should release a new version.

    EDIT: New version! 4.0-9170

    SDK 0.5 (or none)
    SDK 0.6
    SDK 0.7

    It should also support SteamVR.

    It may fix some minor bugs and may introduce some new ones. Not many changes, except you can now view and sort by the VR compatibility of each game. The only problem is, I haven't tested the games recently and most don't have their VR State assigned, and the ones that do don't necessarily apply to this version.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    2EyeGuy wrote:
    It may fix some minor bugs and may introduce some new ones.
    Found a new one haha,

    Problem: There is no VR mirror on the desktop screen in Direct3D, just black screen.

    Worked Previously?: Yes, The mirror worked in the last version released (4.0-8984-dirty)

    Extra Comments: OpenGL mirror image works but it is laggy as hell and pretty unusable (This is no change from 8984)

    Variables
    Using Direct Mode with the latest 0.7 Version of Dolphin 4.0-9170-dirty.
    Windows 10 running 0.7 Runtime.
    Radeon HD 7950 Graphics.

    EDIT: Other than the above I do not seem to be able to find any other bugs, except for a interesting screen in Super Mario Galaxy 2, when I start up the game it comes up with an info screen saying "the game is currently set to 50hz, you can go to the wii menu and set your console to 60hz if you wish" I have the European version of the game so I guess it defaults to 50hz automatically, however in the older Dolphin versions it always ran at 60hz, is there a way to make SMG2 run at 60hz by default with the European ROM?
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    Found a new one haha,
    I already found that one, but I don't know how to fix it. The 0.6 version doesn't have that bug. I don't know how to fix it.
    Extra Comments: OpenGL mirror image works but it is laggy as hell and pretty unusable (This is no change from 8984)
    Variables
    Using Direct Mode with the latest 0.7 Version of Dolphin 4.0-9170-dirty.
    Windows 10 running 0.7 Runtime.
    Radeon HD 7950 Graphics.
    I didn't know that one though.
    Unless you mean the mirror window only updates at 30 FPS when playing a 30 FPS game, even though you are timewarping up to 75 FPS, in which case that is by design. Why is it unusable?
    EDIT: Other than the above I do not seem to be able to find any other bugs, except for a interesting screen in Super Mario Galaxy 2, when I start up the game it comes up with an info screen saying "the game is currently set to 50hz, you can go to the wii menu and set your console to 60hz if you wish" I have the European version of the game so I guess it defaults to 50hz automatically, however in the older Dolphin versions it always ran at 60hz, is there a way to make SMG2 run at 60hz by default with the European ROM?
    Config button, Wii tab, Use PAL60 Mode (EuRGB60).
  • Thanks for the new version I'm excited to go try it. I wonder if I'm the only one having Steering Wheel issues, Mario Kart Wii in VR with a full wheel and peddle setup is very magical.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    I didn't know that one though.
    Unless you mean the mirror window only updates at 30 FPS when playing a 30 FPS game, even though you are timewarping up to 75 FPS, in which case that is by design.

    Sorry lol i meant that OpenGL itself in the headset is unusable no matter what pullup or timewarp i use, it skips frames and is jagged and laggy where as Direct3D works perfectly fine, but that has been the case since the last update.
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • I still have the same issue with the 0.6 version, no games load. Version 0.5 works and the warning screen goes away as well! Did some searching on the Dolphin forms and apparently wheel support has been broken since 4.0-4536...yikes wonder if it will ever get fixed. :(
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    costersall wrote:
    I still have the same issue with the 0.6 version, no games load. Version 0.5 works and the warning screen goes away as well! Did some searching on the Dolphin forms and apparently wheel support has been broken since 4.0-4536...yikes wonder if it will ever get fixed. :(
    The problem is, I don't have a wheel, so I can't test anything along those lines.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    2EyeGuy wrote:
    I already found that one, but I don't know how to fix it. The 0.6 version doesn't have that bug. I don't know how to fix it.

    I assume that DolphinVR's code is pretty much the same between Runtime versions? or are their differences in code between 0.6 and 0.7 for example?
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy wrote:
    costersall wrote:
    I still have the same issue with the 0.6 version, no games load. Version 0.5 works and the warning screen goes away as well! Did some searching on the Dolphin forms and apparently wheel support has been broken since 4.0-4536...yikes wonder if it will ever get fixed. :(
    The problem is, I don't have a wheel, so I can't test anything along those lines.

    I submitted an issue in the Dolphin bug tracker and they are already working on it. Apparently it was logged, but never fixed so the future looks good for it getting resolved in a newer version. :)
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    2EyeGuy wrote:
    I already found that one, but I don't know how to fix it. The 0.6 version doesn't have that bug. I don't know how to fix it.
    I assume that DolphinVR's code is pretty much the same between Runtime versions? or are their differences in code between 0.6 and 0.7 for example?
    The only differences are those necessary to support that SDK.
    In this case, I actually sort of know a way to fix it. The problem is, that would cause the Rift's screen to look washed out instead of being sRGB. Oculus "fixed" the gamma correction in 0.7, so instead of everything just working like it used to, it is now a nightmare trying to get things to not look washed out. Also, if you don't do things just right, you get a black screen.

    BTW, I finally got around to making some progress on PPSSPP. It is now drawing to the Rift, and the hotkeys and settings are mostly implemented, and the mirror window is working, and the matrix functions are done. No headtracking (except from Timewarp), freelook, or stereoscopic 3D yet though.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    2EyeGuy wrote:
    The only differences are those necessary to support that SDK.
    In this case, I actually sort of know a way to fix it. The problem is, that would cause the Rift's screen to look washed out instead of being sRGB. Oculus "fixed" the gamma correction in 0.7, so instead of everything just working like it used to, it is now a nightmare trying to get things to not look washed out. Also, if you don't do things just right, you get a black screen.
    What do you mean washed out? is it a slight difference in colour we could live with? or is it something that makes it unplayable? Screenshots would be nice :)
    2EyeGuy wrote:
    BTW, I finally got around to making some progress on PPSSPP. It is now drawing to the Rift, and the hotkeys and settings are mostly implemented, and the mirror window is working, and the matrix functions are done. No headtracking (except from Timewarp), freelook, or stereoscopic 3D yet though.
    Wow, sounds very promising! If only you were also coding PCSX2 and Project64 so we could have VR support in ALL OF THE EMULATORS MWWAAAHHHH!! ...sorry ;)

    EDIT: BTW, noticed your in Adelaide... I'm on the Gold Coast :)

    EDIT2: Also I found out why OpenGL is very laggy in the headset for me, its actually a bug that I have not seen for a while but have seen it before in regular Dolphin, when you first start up any game in OpenGL it sits at about 48fps and audio is choppy UNTIL you go into graphics and change internal resolution to anything else besides what was already selected, the screen flashes black for a tiny millisecond then the game somewhat 'resets its graphics' and runs FLUENTLY at 75fps from then on in that game, I know it has nothing to do with the internal resolution because when I then change it back to what I had It before, it STILL runs at 75fps with no issue, its almost like the graphics renderers aren't initialised correctly when the game starts and it is only corrected when the internal resolution is changed... Also I have noticed I have generally better performance in Direct3D then OpenGL, probably due to the Radeon Architecture.
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    What do you mean washed out? is it a slight difference in colour we could live with? or is it something that makes it unplayable? Screenshots would be nice :)
    You could live with it if you had to, but it's much easier to live with a missing mirror window. Just imagine every colour, including black, is much more pale, and there isn't much contrast.
    Wow, sounds very promising! If only you were also coding PCSX2 and Project64 so we could have VR support in ALL OF THE EMULATORS MWWAAAHHHH!! ...sorry ;)
    Is Project64 open source?

    I did start working on VBA-M though. GameCubes have an option for connecting to a Gameboy Advance, and some games have special features when you connect a Gameboy Advance, and sometimes you are expected to use both screens. Dolphin is supposed to be able to connect to VBA-M. So I figured I should allow the user to bring a Gameboy Advance into the virtual world with them. Then they'd also be able to play gameboy games inside their favourite game environments.
    EDIT2: Also I found out why OpenGL is very laggy in the headset for me, its actually a bug that I have not seen for a while but have seen it before in regular Dolphin, when you first start up any game in OpenGL it sits at about 48fps and audio is choppy UNTIL you go into graphics and change internal resolution to anything else besides what was already selected, the screen flashes black for a tiny millisecond then the game somewhat 'resets its graphics' and runs FLUENTLY at 75fps from then on in that game, I know it has nothing to do with the internal resolution because when I then change it back to what I had It before, it STILL runs at 75fps with no issue, its almost like the graphics renderers aren't initialised correctly when the game starts and it is only corrected when the internal resolution is changed...
    I think that's not a bug, it's a feature. I didn't design it though, it's from regular Dolphin. Settings in the game's INI file override your global settings until you open the graphics options, then the game's INI settings are completely ignored and your global settings override the game's settings.
    So, which game is it that is causing the problem? I can have a look at that game's settings to see which settings are making it slow and choppy.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    edited September 2015
    2EyeGuy wrote:
    I think that's not a bug, it's a feature. I didn't design it though, it's from regular Dolphin. Settings in the game's INI file override your global settings until you open the graphics options, then the game's INI settings are completely ignored and your global settings override the game's settings.
    So, which game is it that is causing the problem? I can have a look at that game's settings to see which settings are making it slow and choppy.
    It is actually every game I have tried, no matter what I am playing I always have to go in a change internal resolution before it jacks itself up to 75fps then i can change it back, I might have a look at each games individual settings and see how they work
    2EyeGuy wrote:
    Is Project64 open source?
    Found it just now, I do believe it is :lol:
    https://github.com/project64/project64
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • Super paper mario works:

    At the start of the game is 2d but until arrive at a point that can swith 2d - 3d (I recomend first part play with the dk2 switch off)

    The 2d screens I see with disturb but the 3d screens are ok.

    Like the game lose live in 3d a good solution is download gecko codes and active "infinite 3d", in any moments need to change to 2d with the bad vision but in 3d mode is good vision.

    For a good 3d I have put "units per metre" in 185

    Is better to use real wiimote.

    In any points I see errors: to cross doors is better swith before to 2d, at least in my copy sometimes in 3d the game is stopped. Also sometimes starting the game lose the save game, in this last case re-start the game.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    Sorry I haven't done much on Dolphin VR recently, but PPSSPP VR is coming along nicely. Still need to implement single-pass stereoscopic rendering though.
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    2EyeGuy wrote:
    Sorry I haven't done much on Dolphin VR recently, but PPSSPP VR is coming along nicely. Still need to implement single-pass stereoscopic rendering though.

    Completely understandable, I have been following your progress on GitHub with PPSSPP and it looks like things are quite promising... although I don't seem to be able to find you posting anything in the PPSSPP forums about this, are you planning to post about it when you have something that is relatively working? or have you just not bothered yet cos your pretty busy haha

    BTW did you end up having a look into Project64's Open Source?
    Specs:
    - Windows 10 Pro x64 OS
    - ASRock H87 Performance Motherboard
    - Intel Core I7 4770 @ 3.40GHz Haswell Processor
    - Reference Radeon RX 480 GPU
    - 32GB Kingston HyperX DDR3 RAM
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    edited October 2015
    PPSSPP VR is mostly working... except:
    There's no way to run it at 75 (or 90) FPS yet except unlocking the speed so it is 25% faster.
    There's no clearing the screen at the start of each frame yet, which causes problems in many games.
    There's no way to disable EFB Copies (screenspace effects), so the HUD often has garbage.
    2D screens stop being detected as 2D screens after a level, and become mistakenly detected as a HUD.
    There's no camera stabilisation yet (although that should work better than Dolphin eventually, because the PSP has a view matrix).
    There's no skybox detection.
    There's no viewport detection.
    There's no culling codes or hide object codes yet, and no system for finding them.
    Hotkeys don't support button combinations.
    There are probably many other issues.

    Other than that, it's working about as well as Dolphin VR with most of the same features.
    Currently the games I have tested, configured, and given 4 stars (out of 5) are:
    Archer Maclean's Mercury
    Armored Core 3 Portable
    Family Guy
    Final Fantasy Dissidia
    Final Fantasy Dissidia Duodecim
    James Cameron's Avatar
    7 Wonders of the Ancient World

    But I haven't tested many games yet, so I'm sure there are a lot more working.

    By the way, if you're following on Github... to build it you need Visual Studio 2013 (which is free), and you need to put the LibOvr and LibOvrKernel folders in the ext folder (or openvr which I haven't tested yet), you need to update the submodules, but then you have to revert the ffmpeg module back to before they converted it to VS 2015. Then open the solution, set it to release and x64, and you should be able to build and run it. Only the OpenGL backend is implemented.
  • xcxv2xcxv2 Posts: 53
    Hiro Protagonist
    I'm probably one of the first people alive to play Gran Turismo in VR, Congratulations CarlKenner AKA 2EyeGuy. You further cement your legacy as the dawning of the next pillar of accessible Virtual Reality software comes to fruition.
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