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Dolphin Emulator CV1 compatibility

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  • xcxv2xcxv2 Posts: 53
    Hiro Protagonist
    "Scale and grab the world with motion tracked controllers" WOAH man that sounds pretty cool, I hope for leap motion compatibility
  • charlton_3393charlton_3393 Posts: 243
    Nexus 6
    Yay, @2EyeGuy is back :) I see you have made some little updates to the Bruteforcer, how is that coming along? #MakeDolphinVRGreatAgain :tongue:
    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
  • OpticKingOpticKing Posts: 1,148 Poster of the Week
    @2EyeGuy How hard would it be to get the monitor mirrors working? Would love to be able to record some of this stuff, but the only stuff I've managed to get instead of black, is when going into the universal menu (of the ppssppvr; nothing so far on dolphin) the list of save states flashes when (on the monitor out of the black mirror window) in menu.
  • AnotherCrazyCanadianAnotherCrazyCanadian Posts: 319
    Nexus 6
    Hey 2EyeGuy, I posted this over on Reddit, but I thought it couldn't hurt to post it over here, in case you weren't as active over there. My question is: are you guys planning on bringing the oculus touch to the dolphin anytime soon, and will it function as a pointer for those sexy FPS shooter games?

    (Reddit link here: 
    https://www.reddit.com/r/oculus/comments/5hf8cj/now_since_were_all_recieving_touch_controllers_i/)
    Facebook bought Instagram. How exactly did they ruin them?
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    I just got banned from the Oculus subreddit for pointing out that Palmer Luckey probably isn't Alt-Right.

    Which means... I will not be adding Oculus Touch support to Dolphin VR (or anything else) when I eventually receive my Oculus Touch.

    If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue.
  • CharlieHobbesCharlieHobbes Posts: 555 Poster of the Week
    Wow, is this for real?

    Just wow.
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    edited December 2016
    Well, if you wanna punish users for mod's / your behavior, it's up to you of course. Even if these mods are not even part of Oculus VR, just some wannabes.
    - Noone will ban a mod if he did not react completely out of place. (I know what I am talking about, I am mod on some boards).
    - Noone will get any immunity from anything because it's not needed if all ppl behave fine. Immunity means that you demand a legitimation to behave like an asshole from time to time and noone will support that, regardless who asks for it.

    As I said, you are free to behave like a lil child who was taken away a toy or like a grown up and say, "Fuck those dumbasses!" and continue to give us Touch users support, too. I can't and won't try to persuade you, just showing you what I think about your reply and why I tend to support the mods just by reading that reply and not even checked for the reason for banning you over there.
  • Mace404Mace404 Posts: 112
    Art3mis
    You get yourself banned on places quite often uh?
    Good work venting (punishing?) on the wrong group of people.

  • OpticKingOpticKing Posts: 1,148 Poster of the Week
    Greeeeeat, so users who don't even go to reddit get to suffer for no reason. Who even cares about political bullshit anyway, both presidential candidates were/are ass-hats, we all lost before the race even began. Sucks though that such a talented person, like 2eyeguy, has lowered himself into extorting powerless users waiting for his generous work, into trying to go to a third party site and attempt the impossible. All the while giving support to a different group of innocent users, out of spite.
  • Nobbs66Nobbs66 Posts: 722 Poster of the Week
    2EyeGuy said:
    I just got banned from the Oculus subreddit for pointing out that Palmer Luckey probably isn't Alt-Right.

    Which means... I will not be adding Oculus Touch support to Dolphin VR (or anything else) when I eventually receive my Oculus Touch.

    If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue.
    Oh wow, a mod banned you on /r/oculus and so you come here to complain and make demands. Really? Besides, we have access to steamVR, so why do we even care if you're only making it for vive. 
    i7 5820K @ 4.4ghz | R9 Fury Tri X @ 1150mhz | 16GB DDR4 2133mhz
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    Just built the recent GIT tree on most recent Oculus Runtime. Working fine as expected after some libOVR rebuilding as /MD. Touch or not I like your work anyways and its always a nice eye catcher when I show off my Oculus ^^
  • Comic_Book_GuyComic_Book_Guy Posts: 1,005 Poster of the Week
    2EyeGuy said:
    I just got banned from the Oculus subreddit for pointing out that Palmer Luckey probably isn't Alt-Right.

    Which means... I will not be adding Oculus Touch support to Dolphin VR (or anything else) when I eventually receive my Oculus Touch.

    If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue.
    You can't be serious. 
  • AmphetamineAmphetamine Posts: 141
    Art3mis
    Reddit=Circle jerking idiot children (mostly).
    Banned from a SubReddit=Loosing nothing of value.

    Oh look a Dolphin Bar, Wiimote, GC controller and usb adapter just laying there on my desk, how fortuitus.
  • xcxv2xcxv2 Posts: 53
    Hiro Protagonist
    2EyeGuy no matter what I will always respect and revere what you've accomplished, you are the unsung hero of Virtual Reality and game preservation.
  • HoIIywoodHoIIywood Posts: 320
    Nexus 6
    edited December 2016
    2EyeGuy said:
    I just got banned from the Oculus subreddit for pointing out that Palmer Luckey probably isn't Alt-Right.

    Which means... I will not be adding Oculus Touch support to Dolphin VR (or anything else) when I eventually receive my Oculus Touch.

    If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue.
    Did your most recent reddit post by chance happen to start out with : 

    "If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue."


    Just curious...(not in a Heath Ledger kind of way though..)



    I am totally in support of reinstating Palmer, though all due respect, don't flatter yourself. Whatever issues are going on with Palmer and Oculus will not be resolved because you go on the cyber equivalent of a hunger strike.


    EDIT: I have now read up. In my haste to bury you, I realized that others have already taken care of that.



    If you want me to continue supporting your Dolphin project, here is my demand :smile:

    Make a Dreamcast emulator.



  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    edited December 2016
    If someone is bored and wants 2EyeGuy's recent work for some tinkering: xxx
    What I learned off it: Works really fine, BUT: BEWARE of XFB Support in GFX settings, it will completely fuck up the whole experience and causes a flickering MESS! Keep it off and all is fine.
    This is NOT an official build by 2EyeGuy, if you wanna pester him about bugs, then wait for his own builds!
    Things I did: Rebuilt libOVR for /MD aka "Multithreaded DLL" and rebased all of Dolphin-VR and libOVR for SDK 10.0.14393.0. No code changes!

    EDIT: Build not needed anymore. 2EyeGuy made his own official one for us.
  • DracoDynastyDracoDynasty Posts: 6
    Virtual Boy (or Girl)
    2EyeGuy said:
    I just got banned from the Oculus subreddit for pointing out that Palmer Luckey probably isn't Alt-Right.

    Which means... I will not be adding Oculus Touch support to Dolphin VR (or anything else) when I eventually receive my Oculus Touch.

    If you want Oculus Touch support, here are my demands:
    • Expose the moderators responsible for banning me and suspending me, and permanently ban them from any moderating role in the future.
    • Unban me, and grant me immunity from future suspensions and bans.

    OR

    • Oculus can reinstate Palmer Luckey to his former position, with full apology and admission of wrongdoing from those responsible for violating his (and our) democratic rights.

    HTC Vive controller support will of course continue.
    So let me get this straight.

    You came on the official OculusVR forums to complain about /r/Oculus, which is a completely unofficial subreddit that is not maintained nor controlled by OculusVR.

    Then you proceed to tell people over these official forums that because of the way you were treated on the unofficial subreddit, you're going to just not implement Touch controllers.


    Let me offer this as an analogy: you're demanding reparation to the trees because the wind blew the tiles of your roof.



    It makes not a bit of sense, and just makes you and your project look bad in the eyes of the public, no matter what HMD they're using.

  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    One of Nintendo's main complaints about Virtual Reality was that it doesn't support local multiplayer...

    I just added local multiplayer to Dolphin VR, for people who have both an Oculus Rift and a HTC Vive connected to the same computer. If both are connected, Dolphin VR will automatically detect it, and show the world in both HMDs.

    I think I'm the first to do this, even though other games can unofficially have the Rift and Vive versions launched separately on the same computer to play a network game.

    Currently, I'm only rendering for the Vive, and (ab)using Timewarp for the Rift. Hopefully that will only cause a small performance hit. The Rift player sees a very large rectangular window in the void that moves around wherever the Vive player looks.

    Note that the Rift is secondary because it's the only one capable of Timewarp and of showing a frame rendered with an arbitrary FOV.

    You should be able to play non-splitscreen multiplayer games this way, or play single-player games cooperatively, or have a single player and a spectator.

    I've also fixed the mirror window and made it so you can choose whether to show the left eye, right eye, both eyes, nothing, or the warped view.

    Later I'll modify the geometry shader so that instead of rendering two views at once for the same geometry, it renders four. But I'll have to pass in two different projection matrices, and project them differently. That way both VR players will have full views and be able to look and move around freely. I'll also make the mirror window be able to show an independent view for people who only have one HMD.

    Then after that, I'll make it so each HMD can show a separate player for split-screen games. Currently split-screen games are detected, and you can choose which player is shown in the HMDs, but the same player is shown in both HMDs and in the mirror window, which isn't much use.
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    edited December 2016
    Already saw that addition. Looks nice, buuuut I cannot test it because I only have a Oculus. But a nice idea indeed.

    EDIT: Build not needed anymore. 2EyeGuy made his own official one for us.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    > buuuut I cannot test it because I only have a Oculus

    I had both, but I only had one head, so testing was challenging.

    Here's my even newer build, which I did not test, but it's Christmas so I thought I'd make a release (before I noticed someone else already did): v5.0-1685
    I just merged the latest changes from the main Dolphin branch.
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    edited December 2016
    Merry Xmas and thx :smiley:
    /me just replaces his build with the official one.
    Is there any reason for keeping 1.9.0 runtime? Just outta curiosity and because I have no clue if the newer might cause problems.
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    The 1.10 SDKs don't work without modification, and technically GPL 3 doesn't allow me to use modified system libraries. But the real reason is that's just the version I happened to have in the externals folder when I built it.

    I don't know how many people have each version of the runtime. But I guess everyone probably has 1.10 by now.
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    I see. Yes, to make things link you have to switch/rebuild it to /MD aka "Multithreaded DLL". In theory it works then, but 1.9.0 works too, so... not a problem at all ^^
  • isamuisamu Posts: 38
    Lawnmower Man (or Woman)
    OK I just tried Dolphin VR for the first time in the Rift. F-Zero GX works!! It's a wild experience too! However, there's two issues/questions I have:

    1)My framerate is a bit low(Feels like about 45-50fps). What can I do to get better framerates? My specs are as follows:

    Intel Devil's Canyon 4790K OC'ed to 4.6Ghz
    Nvidia EVGA GeForce GTX 980Ti
    3GB DDR3 Ram
    2TB Samsung SSD

    I get rock solid 60fps with *no* dips on my regular TV without the rift. Any tips?

    2)The sense of speed is also lacking. Seems like my FOV is so small it makes the world very big, but also sacrifices a fast sense of speed. Is there a setting I can change to make the environment zoom by faster? Even when playing on a flat screen it's faster than in VR. What settings can I try?

    Thanks guys and keep up the good info :)
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    edited December 2016
    I tend to experiment with VR configuration and on per game base experiment with Opcode Replay @ Pullup Auto + Disable Opcode Warnings or Synchronous Timewarp @ Timewarp Auto. Both have pros and cons and some are good for game A and suck at game B or vice versa. To have a basic knowledge of what to do, reading the VR instructions tab always is a good idea, too. Boost GFX settings to a good AntiAliasing and Anisotropic filter configuration. Internal Resolution has to be Automatic (multiple of 640x528). EFB copies has to be set to texture, XFB has to be OFF. Check for anti culling cheat codes and activate em, activate cheat codes globally and check the game "Hide Objects" settings for stuff to disable for better immersion. That made F-Zero a game behaving way better in VR than Radial-G which was MADE as a VR game. Same thing like for using vorpX drivers, this is NO plug & play thing, you have to experiment a bit to have great results. If you have more queestions, feel free to ask ^^

    I personally like the way it is regarding your speed feeling problem, but maybe my suggestions above make you happy too.
  • NipocNipoc Posts: 87 Poster of the Week
    edited December 2016
    I tend to experiment with VR configuration and on per game base experiment with Opcode Replay @ Pullup Auto + Disable Opcode Warnings or Synchronous Timewarp @ Timewarp Auto.
    Why do you use opcode replay, doesn't (oculus native) asynchronous timewarp do the same thing without performance loss and less issues?
  • RensinRensin Posts: 39
    Lawnmower Man (or Woman)
    Asynchronous timewarp only works for orientation not position. Consequently, ATW will produce a lot of positional judder which is especially noticeable when the world's scale is really small.

    Would be cool if there was a version of asynchronous SpaceWarp that could go from 30-->90 instead of 45-->90, it would solve this issue much more easily.
  • dreimer1986dreimer1986 Posts: 169
    Art3mis
    Nipoc said:
    I tend to experiment with VR configuration and on per game base experiment with Opcode Replay @ Pullup Auto + Disable Opcode Warnings or Synchronous Timewarp @ Timewarp Auto.
    Why do you use opcode replay, doesn't (oculus native) asynchronous timewarp do the same thing without performance loss and less issues?
    Well, why not? It works fine and thus I have no reason to change my ways I researched months ago to be the best for my hardware. No clue if there are any better ways, but Rensin's explaination seems legit, so I stay where I am ^^
  • NipocNipoc Posts: 87 Poster of the Week
    edited December 2016
    Rensin said:
    Asynchronous timewarp only works for orientation not position. Consequently, ATW will produce a lot of positional judder which is especially noticeable when the world's scale is really small.
    Never noticed that, since I barely change my position in gamecube/wii games, but it makes sense.

    Rensin said:
    Would be cool if there was a version of asynchronous SpaceWarp that could go from 30-->90 instead of 45-->90, it would solve this issue much more easily.
    That'd be nice, but creating 2 artificial frames would probably cause issues.

    dreimer1986 said:
    Well, why not? It works fine and thus I have no reason to change my ways I researched months ago to be the best for my hardware. No clue if there are any better ways, but Rensin's explaination seems legit, so I stay where I am ^^
    I often have a huge performance loss/ frame drops with opcode replay. But the last time I tried was with a fx 6350, so maybe that changes with a better cpu.
  • isamuisamu Posts: 38
    Lawnmower Man (or Woman)
    edited December 2016
    dreimer1986 said:
    I tend to experiment with VR configuration and on per game base experiment with Opcode Replay @ Pullup Auto + Disable Opcode Warnings or Synchronous Timewarp @ Timewarp Auto. Both have pros and cons and some are good for game A and suck at game B or vice versa. To have a basic knowledge of what to do, reading the VR instructions tab always is a good idea, too. Boost GFX settings to a good AntiAliasing and Anisotropic filter configuration. Internal Resolution has to be Automatic (multiple of 640x528). EFB copies has to be set to texture, XFB has to be OFF. Check for anti culling cheat codes and activate em, activate cheat codes globally and check the game "Hide Objects" settings for stuff to disable for better immersion. That made F-Zero a game behaving way better in VR than Radial-G which was MADE as a VR game. Same thing like for using vorpX drivers, this is NO plug & play thing, you have to experiment a bit to have great results. If you have more queestions, feel free to ask ^^

    I personally like the way it is regarding your speed feeling problem, but maybe my suggestions above make you happy too.

    _____________________________________________________



    Dreimer thanks for the tips. I got it running very good now. F-Zero GX in VR is nothing short of BANANAS!!!! Out of curiosity, what is your "scale" setting? I find that 0.010 works pretty well. It makes the world much smaller but in some odd way it feels like you're even more inside the word. It's a trippy experience.
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