
The Oculus Rift is the new super-high Field Of View head mounted display by Palmer Luckey and promoted by John Carmack of iD software. They had a very successful Kickstarter launch and lots of preorders, and there's a lot of hype about it and a lot of interested developers. It's in 3D, has a 90 degree horizontal FOV, and a 110 degree vertical FOV, 640x800 resolution per eye (by using a 1280x800 screen split down the middle), and a 3DOF head-tracker with very low latency. The optics warp the image to make more pixels near the center and less towards the edges and corners.
It hasn't been released yet, but we know most of the technical details, and some people on the MTBS3D forums have already made their own DIY versions.
It's currently supported on PC only, but lots of people on the Oculus Rift forums wanted to use it with consoles, particularly with Nintendo Wii games. Maybe because of the Nintendo On hoax, or maybe just because of the Wiimote's motion controls. Anyway, I figured the best way to do this is with Dolphin.
I want to add Oculus Rift support to Dolphin. Does anyone want to help? It would involve the following:
support for 1280x800 resolution (surely done already);
rendering in stereoscopic 3D (I think other people may have already done this?);
rendering side-by-side but not squashed;
detecting which game it is and allowing custom VR settings per game;
rendering with a larger vertical FOV than the game was designed for, or rendering letterboxed, or rendering cropped horizontally (depending on the game and user preferences);
optionally rendering with the correct Rift FOV rather than whatever the game normally uses, if possible;
using a pixel/fragment shader to warp the image to match the optics;
faking Wiimote/nunchuk/classic controller input for head-turning in response to head-tracking;
rolling the in-game camera in response to head roll tracking;
optionally rotating the in-game camera's yaw and/or pitch in response to head-tracking;
allowing the use of Wii Motion Plus gyros instead of a sensor bar (is this already supported?) so they don't have to face the TV;
possibly allow remapping some controls so the user can recenter the view/cursor using the just the Wiimote and Nunchuk or classic controller (since they can't see the keyboard through the HMD);
and of course interfacing with the Oculus Rift SDK (when it's released)
Did I forget anything? We don't have to implement all these things of course, since partial support would still be better than no support.
Does anyone have any ideas about any of those steps? Anyone want to help with any parts? Anything I should know before I jump in?
I have coded for the Wii homebrew channel before (appropriately, I was writing emulators for other Nintendo systems for the Wii), so I have a rough idea how the graphics system works, and I'm very familiar with the input side of things, and I've had a look at some of the Dolphin code and compiled it before. But I could still use any help people want to offer.
It hasn't been released yet, but we know most of the technical details, and some people on the MTBS3D forums have already made their own DIY versions.
It's currently supported on PC only, but lots of people on the Oculus Rift forums wanted to use it with consoles, particularly with Nintendo Wii games. Maybe because of the Nintendo On hoax, or maybe just because of the Wiimote's motion controls. Anyway, I figured the best way to do this is with Dolphin.
I want to add Oculus Rift support to Dolphin. Does anyone want to help? It would involve the following:
support for 1280x800 resolution (surely done already);
rendering in stereoscopic 3D (I think other people may have already done this?);
rendering side-by-side but not squashed;
detecting which game it is and allowing custom VR settings per game;
rendering with a larger vertical FOV than the game was designed for, or rendering letterboxed, or rendering cropped horizontally (depending on the game and user preferences);
optionally rendering with the correct Rift FOV rather than whatever the game normally uses, if possible;
using a pixel/fragment shader to warp the image to match the optics;
faking Wiimote/nunchuk/classic controller input for head-turning in response to head-tracking;
rolling the in-game camera in response to head roll tracking;
optionally rotating the in-game camera's yaw and/or pitch in response to head-tracking;
allowing the use of Wii Motion Plus gyros instead of a sensor bar (is this already supported?) so they don't have to face the TV;
possibly allow remapping some controls so the user can recenter the view/cursor using the just the Wiimote and Nunchuk or classic controller (since they can't see the keyboard through the HMD);
and of course interfacing with the Oculus Rift SDK (when it's released)
Did I forget anything? We don't have to implement all these things of course, since partial support would still be better than no support.
Does anyone have any ideas about any of those steps? Anyone want to help with any parts? Anything I should know before I jump in?
I have coded for the Wii homebrew channel before (appropriately, I was writing emulators for other Nintendo systems for the Wii), so I have a rough idea how the graphics system works, and I'm very familiar with the input side of things, and I've had a look at some of the Dolphin code and compiled it before. But I could still use any help people want to offer.