Really hope this wasn't abandoned
Oculus Rift support
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10-28-2013, 04:58 PM
(This post was last modified: 10-28-2013, 04:58 PM by biolizard89.)
(10-28-2013, 04:41 PM)zanduh Wrote: Really hope this wasn't abandoned Funnily enough I was just having a fairly lengthy discussion with various stakeholders over the past few days about how to proceed, and we think we've got a good way to go forward which should be much smoother than previously assumed. I don't want to promise things before they're ready (I much prefer nice surprises), but I can tell you that it's definitely not abandoned. However, I can also tell you that support for actual GameCube/Wii hardware may possibly be dropped because the USB Gecko is so hard to find now that I now feel comfortable telling people to buy a Dolphin-ready PC rather than spend ridiculous amounts of time and money obtaining a USB Gecko. Seeing as we're on the Dolphin forums here, I'm assuming that won't disappoint many of you. Also an Oculus Rift should be shipping to me within a couple weeks, so I won't have to keep borrowing my brother's Rift for dev anymore (which should keep him happier...). 10-28-2013, 05:12 PM
(10-28-2013, 04:58 PM)biolizard89 Wrote:That's really good news (or tentative almost news)!(10-28-2013, 04:41 PM)zanduh Wrote: Really hope this wasn't abandoned I finally got a chance to use a Rift at the Intel booth at NY ComiCon. Needless to say I am sold and will get one when next possible 10-29-2013, 09:53 AM
(10-28-2013, 04:58 PM)biolizard89 Wrote:That's really great news Lieutenant Lizard(10-28-2013, 04:41 PM)zanduh Wrote: Really hope this wasn't abandoned Do you anticipate being able to make a significant breakthrough in getting the OR working well with F-ZeroGX? Do you think you'll be able to make the game work well enough with it, to the point of getting proper FOV and headtracking working? That would be so insanely awesome. 10-29-2013, 09:22 PM
(10-29-2013, 09:53 AM)isamu Wrote:As I said earlier, I'd prefer not to promise things that aren't finished... but yeah, proper head-tracking (without culling issues) is definitely one of my goals. I'll announce more when (if?) I have something fully working.(10-28-2013, 04:58 PM)biolizard89 Wrote:That's really great news Lieutenant Lizard(10-28-2013, 04:41 PM)zanduh Wrote: Really hope this wasn't abandoned 10-29-2013, 11:45 PM
Hi Dolphin devs,
For a while I had noticed that Gecko codes seemed to be handled funnily. When I was testing Gecko codes, the effects would only happen for a subset of frames. Usually, the effect would randomly work for a few seconds, then stop working for a few seconds, etc. I initially wrote it off as a code handler issue. However, this bug has resurfaced in my current work which doesn't use the Gecko code handler at all -- my write operations to the game's RAM only happen some of the time. In the hacker spirit, I investigated, and I noticed that the SystemTimers:atchEngineCallback command doesn't seem to consistently work when I have it call my code. (It is currently responsible for both AR and Gecko codes.) Placing the calls to my code in SystemTimers::VICallback instead seems to fix the issue, allowing my write operations to affect the game's RAM consistently. Is there a reason that AR/Gecko codes are run from PatchEngineCallback? Is anything particularly bad likely to happen if I call my code from VICallback? (Testing done with 4.0-275, but this behavior goes way back to December 2012 or earlier.) Thanks! 10-30-2013, 08:36 AM
Nothing particularly bad will happen if you move it to VICallback. The game might run a little slower.
Let us know the difference between PatchEngineCallback and VICallback. iirc, PatchEngineCallback is called at 60hz, whilest VICallback is based on the VI (50hz on PAL, 60hz on NTSC and progressive, interlaced may be doubly called?) 11-01-2013, 12:09 PM
(This post was last modified: 11-01-2013, 12:09 PM by biolizard89.)
(09-30-2013, 10:15 PM)CarlKenner Wrote: Quick progress update... Hi Carl. Any chance you could contact me? I'm currently able to apply an arbitrary rotation matrix to the camera in Sonic Adventure 2 Battle in Dolphin without any geometry culling... I'd like to have my code retrieve that matrix from the Rift, but I don't want to duplicate work that you've already done. I'm hoping that your code for accessing the Rift hardware can be merged into my code and prevent duplication of effort. Thanks! On a totally unrelated note, I was made aware that there was some speculation that I was affiliated with Oculus or some other unspecified company... that is not the case; I'm a college undergrad and I'm doing this project partially as thesis work and partially just because it's fun. Sorry to disappoint. 12-19-2013, 10:02 AM
(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. |
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