(01-29-2013, 08:41 PM)biolizard89 Wrote:Interestingly, when I compare my Wii's output side-by-side between my Hannspree HDTV and my capture card output on my laptop, the capture card actually seems a little bit lower-latency than the TV by a frame or two. Not sure if I'm doing it wrong or maybe my TV is just sucky (or perhaps both). Either way, the capture card doesn't seem to be a big problem. I'm using a KWorld USB DVD Maker; it supports both composite and S-video and I think it only cost me like $20.(01-29-2013, 08:24 PM)delroth Wrote: I thought most capture cards had a very noticeable latency which would break immersion with a VR headset. Did you try to measure it?I haven't measured the latency, but it varies by capture card model quite a bit. There are some capture cards that appear to have very low latency, at least by eye. I'll see if I can get a measurement of the one I'm currently using.
Oculus Rift support
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01-29-2013, 09:38 PM
04-13-2013, 08:25 AM
Hey everyone, quick update -- I got F-Zero GX on a Wii to render in the Rift's FOV and aspect. I haven't yet gotten my hands on a Rift (my brother should be receiving his later this month), but this'll be something to look forward to. Here's a quick video I recorded, with the FOV/aspect, stereo 3D (same as my existing code), and the Rift distortion (via Stereoscopic Player).
https://www.youtube.com/watch?v=vm5pXFM-XYU I'll post the relevant Ocarina code after I get some more testing done. (04-13-2013, 08:25 AM)biolizard89 Wrote: Hey everyone, quick update -- I got F-Zero GX on a Wii to render in the Rift's FOV and aspect. I haven't yet gotten my hands on a Rift (my brother should be receiving his later this month), but this'll be something to look forward to. Here's a quick video I recorded, with the FOV/aspect, stereo 3D (same as my existing code), and the Rift distortion (via Stereoscopic Player).We currently have a feature in Dolphin called Free look, basically it lets you move the camera around. One of the types is you hold right click and spin the camera on it's axis. Aka rotational tracking. It wouldn't be hard to make Dolphin take the Rift inputs and turn them into camera rotation. 04-13-2013, 06:32 PM
Free look should be a good starting point. The potential issue is that a lot of games remove geometry which is too far from the game's camera aim variables. So if you turn your head 90 degrees to the side with free look, a lot of games won't be rendering lots of the geometry (if I'm not mistaken). I'm currently investigating the possibility of changing the camera aim matrices in game memory rather than doing it in Dolphin's graphics plugin, so that the game is fooled into rendering the geometry we want. Out of the 5 or so games that I've tried, I've been easily able to find the camera variables in all but 1 of them. When I have some time, I'm going to write an Ocarina code which messes with those variables and see how feasible it is to use it for head tracking.
A side effect of this method is that you can write the head tracking data to variables other than the camera. For example, the Doom 3 Oculus Rift demo, in which you aim your weapon with your head, would be easily applicable to Wii games this way. Finals are approaching in less than a month for me, so I might not have much time to play with this until they're over. 04-14-2013, 06:38 AM
(04-13-2013, 08:25 AM)biolizard89 Wrote: Hey everyone, quick update -- I got F-Zero GX on a Wii to render in the Rift's FOV and aspect. I haven't yet gotten my hands on a Rift (my brother should be receiving his later this month), but this'll be something to look forward to. Here's a quick video I recorded, with the FOV/aspect, stereo 3D (same as my existing code), and the Rift distortion (via Stereoscopic Player). That is EXTREMELY wonderful news Biolizard!!!!!!!! As F-ZeroGX fans, we are VERY much looking forward to your progress and are rooting for you to get F-ZeroGX to working 100% with the Rift. I can't even begin to fathom how ridiculously awesome it'll be to be playing one of my favorite racing games IN 100% PURE VIRTUAL REALITY!!! OMFG the consumer version of the rift with the 1080p LED panels can't come out soon enough!!!!!!!!!!!!!! (04-13-2013, 08:25 AM)biolizard89 Wrote: Hey everyone, quick update -- I got F-Zero GX on a Wii to render in the Rift's FOV and aspect. I haven't yet gotten my hands on a Rift (my brother should be receiving his later this month), but this'll be something to look forward to. Here's a quick video I recorded, with the FOV/aspect, stereo 3D (same as my existing code), and the Rift distortion (via Stereoscopic Player).Nice work, though I noticed that the left and right picture aren't perfectly in sync, at least towards the end of the video. edit: Okay, not just towards the end. The left stream is always slightly ahead of the right one. 04-14-2013, 12:38 PM
I had some time this evening to play around with the camera aim matrix in F-Zero GX. In the Green Plant (Intersection) stage, I first simply opened up the game in Dolphin, and used Free Look to look 180 degrees behind me. A vast majority of the polygons were not rendered.
Then I opened up the game in Gecko.NET on my Wii, found the camera aim matrix in RAM, set a write BP on it, stepped to the end of the function, and poked in a new matrix that was about 180 degrees behind me. I then let the game advance to the next frame, and was delighted to find that the camera instantly was aiming 180 degrees backwards, with all the polygons rendering properly. So, I think this confirms that (a) the camera aim matrix in the game's RAM is definitely a feasible way to do camera rotation for head tracking, and (b) it gives much better results than using Free Look in Dolphin. So now all that's necessary is to write a hook function for it which applies a head tracking transformation, have it receive that transformation matrix via a USB Gecko, and write a quick Rift SDK program that feeds the head tracking data via USB Gecko. Since Dolphin supports USB Gecko via TCP, my guess is that this will work for Dolphin equally well as for a physical Wii. I don't have much time to continue working on it for the next week or two (school...), but this is certainly good progress. Also, the left/right frames in the video are offset by one because right now the Wii is alternating between left and right views each frame. Presumably there is a better way to handle this in Dolphin, but doing so isn't something I have any experience in. So I'll let other, more competent people handle that component. 04-14-2013, 05:38 PM
That's some nice progress you are making.
(04-14-2013, 12:38 PM)biolizard89 Wrote: Also, the left/right frames in the video are offset by one because right now the Wii is alternating between left and right views each frame. Presumably there is a better way to handle this in Dolphin, but doing so isn't something I have any experience in. So I'll let other, more competent people handle that component.Okay, thanks for the explanation. I assumed that there was some deeper reasoning behind this behaviour. 04-24-2013, 02:51 PM
biolizard89,
Any news on your project? Quick question... If you're outputting in 3D on the Wii and modifying RAM data to get more rendered, does that impact the frame rate? 04-24-2013, 03:32 PM
(04-24-2013, 02:51 PM)yomer Wrote: biolizard89,It's making progress, but nothing newsworthy yet. (Finals are in 1.5 weeks for me, so classes get priority right now.) The 3D is frame-sequential, meaning that each eye gets 30fps rather than 60fps. The increased FOV doesn't appear to cause any frames to drop in brief testing... but it's possible that an occasional frame could drop without me noticing. |
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