So still not interrested in porting your code from D3D9 to OpenGL?
Oculus Rift support
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12-19-2013, 11:59 PM
But he said he "only tested in linux", I assume that means he is using OpenGL
Or the software renderer!
jk, that one doesn't even support free look, which totally is the only reason for not using it 12-20-2013, 05:15 PM
As far as I can tell, my code isn't relying on either OpenGL or D3D, so it should work fine in either. Of course, I haven't verified this via testing yet.
01-11-2014, 02:36 PM
(12-19-2013, 10:02 AM)biolizard89 Wrote:(12-19-2013, 06:49 AM)virror Wrote: Any news on this? : DBeen kind of busy lately (I got offered some actual money to program an unrelated project, which has been lowering my free time for Dolphin which I don't get paid for), but yes, some progress has been made. I have head tracking in Dolphin working fine in free-look mode, and made a bunch of progress in game-memory mode. Not releasable yet though, and only tested on Linux. Hopefully I'll have some more time soon. Any news count. I hope you hit a milestone soon-ish. 07-31-2014, 04:12 AM
Here is my unofficial Oculus Rift (and Razer Hydra) supporting version of Dolphin, based on the latest GitHub revision as of today.
https://dl.dropboxusercontent.com/u/1017...64-4.0.exe It's far more buggy than normal Dolphin, but some games like Wind Waker or Attack of the Movies 3D work really well. 07-31-2014, 07:50 AM
Armada seems to be taking up the challenge of creating an interface to officially support the Razer Hydra in Dolphin. Should be fun if it becomes a popular controller!
08-05-2014, 09:28 AM
(07-31-2014, 04:12 AM)CarlKenner Wrote: Here is my unofficial Oculus Rift (and Razer Hydra) supporting version of Dolphin, based on the latest GitHub revision as of today. Nice work Carl. I'll see if I can post my code for in-game memory syncing sometime soon... been busy past few months, but maybe I can find some time soon. 08-05-2014, 10:20 AM
Can you tell the users not to adjust the framerate of the game? They're making all the videos look really crappy. I know Oculus recommends 75 fps or something, but that's just not going to fly with Dolphin unless you can modify the games themselves to run at a higher framerate without messing up the audio/video/physics.
08-07-2014, 05:20 AM
(08-05-2014, 10:20 AM)JMC47 Wrote: Can you tell the users not to adjust the framerate of the game? They're making all the videos look really crappy. I know Oculus recommends 75 fps or something, but that's just not going to fly with Dolphin unless you can modify the games themselves to run at a higher framerate without messing up the audio/video/physics.What do you mean? How are users adjusting the framerate of the game, and what happens when they do so? Can you be more specific about the flaws in the videos? I can't run games at full speed on my computer, and I only have the old 60Hz Oculus Rift DK1 anyway, so I can't really test what would happen. They aren't going to listen to me without a reason, because the benefits of higher frame rates are huge in VR. The Oculus Rift DK2 has a refresh rate of 60, 72, or 75Hz. Not all features are available in each mode however. In 75Hz there is a low persistence mode that can be activated to reduce smearing when you turn your head. Higher refresh rates also inherently reduce motion blur and motion sickness and change it from feeling like a view that updates when you turn your head, to a solidly fixed world that you are moving your head around inside of. |
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