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Hide object codes for Skies of Arcadia?
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Hide object codes for Skies of Arcadia?
06-10-2018, 01:01 AM
#1
legaiaflame Offline
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Hi, I plan to play Skies of Arcadia in Dolphin VR using the Oculus and noticed when I start playing that there is a glitchy box in front of me. I can bypass this by moving the camera forward. But, does anyone know of or have any hide object codes to improve the VR?

Also, is there a list of hide object codes anywhere for other games?
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06-10-2018, 01:36 AM
#2
Shonumi Offline
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I don't know of any codes to hide certain objects in SoA. If you're using Dolphin VR, however, we don't support that. It's an unofficial branch, and as I recall it has some licensing issues as well.
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06-25-2018, 01:08 AM
#3
dreimer Offline
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You need to search for culling codes. I don't know if there are any for your problem though...

@Shonumi I did not get the problem in that past and still don't get it. There are DOZENS of Open Source projects out there using the official VR libraries of SteamVR or OpenVR or Oculus and I don't see the special reason why this should be bad at all. Since when is is not allowed to include closed binary blobs into open source code, especially if it's optional?
DolphinVR by Mr. Carl Kenner is still very present on my PC, because some games simply work OUTSTANDINGLY GREAT in VR. That alone makes it worth to keep a VERY outdated Dolphin version alive. Play F-Zero GX as a nice example and you will know why I prefer the old one before the official new ones.
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06-25-2018, 02:17 AM
#4
Shonumi Offline
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Quote:There are DOZENS of Open Source projects out there using the official VR libraries of SteamVR or OpenVR or Oculus and I don't see the special reason why this should be bad at all.

The main problem is that the Oculus SDK license is not compatible with GPL software. Other open-source licenses are (like LGPL, I believe) may be fine with the restrictions the license imposes, but it's not something that can be used with Dolphin's codebase. To the average gamer, they might not see this as an issue. DolphinVR worked as intended for the most part and plays games great, and that's as far as they care. But from a software development point of view, it's just not possible to legally combine the Oculus SDK and Dolphin's GPLv3 code. It's not so much a matter of "binary blobs" being included with Dolphin; the license used for DolphinVR's Oculus Rift support pretty much contradicts the nature of the rest of the GPLv3 code. You can't just mix and match them at will.

If DolphinVR were to be updated with something like OSVR (or any other VR API that's GPLv3 compatible) then that would be fine, and I don't think anyone would have a problem as long as VR support was well-maintained. You can read more about the issue here (at the bottom) -> https://dolphin-emu.org/blog/2015/05/13/a-second-perspective/
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