Oculus Rift support
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06-16-2013, 06:44 PM
06-29-2013, 04:04 AM
Would be fun to fly in Xenoblade using an Oculus Rift and Free camera mode Keep up the good work.
07-05-2013, 07:25 AM
biolizard89, did you get your kit? How is that going?
bio, braindx, How far are you along your developments? (06-03-2013, 09:02 AM)biolizard89 Wrote:(06-03-2013, 08:30 AM)AnyOldName3 Wrote: Wait, you've been doing this without one so far?That's correct; the stuff I've been doing so far is testable using Stereoscopic Player and a Nvidia 3D Vision display, which I have. I'm quickly nearing the end of the phase where I can do useful stuff without a Rift, so I'm happy that the Rift is arriving soon. 07-31-2013, 01:57 AM
Unfortunately it looks like the project is dead . I'm sure when the Oculus rift goes commercial and there's a lot more kits out there somebody will work on it again.
08-19-2013, 12:57 PM
(This post was last modified: 08-30-2013, 07:40 AM by Waggle2Click.)
Has anyone tried using TriDef with dolphin and the Rift? I remember being able to use TriDef in dolphin via the 3D Vision option. Maybe it'll work?
http://www.tridef.com/forum/viewtopic.ph...07&start=0 Looks like someone did! http://mushroomtomatoes.com/2013/08/how-...ulus-rift/ 09-08-2013, 04:16 PM
(07-05-2013, 07:25 AM)yomer Wrote: biolizard89, did you get your kit? How is that going?Sorry for not replying, for some reason I never got an e-mail notification for your post. Project isn't dead, I just haven't had much time to work on it lately. No material updates that would mean anything to the people here (though progress is happening). By the way, TriDef does work with Dolphin but geometry culling is a problem in most games. Depending on the game it can still be fun though. 09-30-2013, 10:15 PM
Quick progress update...
I've been working on this (dolphin Rift support) again recently after getting a rift but being busy with other things. I had to redo some of the things I did previously. Currently I have dolphin 4 detecting the Rift, reading the correct resolution, FOV, and aspect ratio from the Rift (important because these values will change), setting the correct window size, rendering in the correct FOV and aspect ratio, detecting scene changes and listing all the projections and viewports used (for debugging), using head tracking (freelook mode, so there's sometimes culling), and rendering 2D layers in 3D as part of the scene so they line up perfectly and so you will get a 3D depth effect. I haven't redone the stereoscopic rendering or the warping yet. |
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