You can enable this feature in the Video Config INI by setting StereoMode to 1. However please do not submit bug reports about this feature as it's not officially part of Dolphin yet. At this point we're solely looking for regressions with stereoscopic 3D being disabled. Also note that it's not feature complete yet, enabling features like the XFB or Anti-Aliasing will break the 3D effect.
As you already know, as much as I'd like to we can't merge DolphinVR because the Oculus SDK is not compatible with the GPL license despite being open-source. It's all because Oculus reserves the right to cancel the license in case there are health risks in the application. Jasper tried to contact them before, but they were not willing to take that out of the license nor release the SDK under a GPL-compatible license.
About the incompatible changes, for stereoscopic 3D we chose single-pass as opposed to a multi-pass approach because it's easier to maintain and more efficient for an emulator bottlenecked by draw calls. I was already aware of your efforts regarding stereoscopic 3D, we don't do it differently just because we can. If you'd like to I could contact you earlier next time so you are aware when I'm working on a feature that's incompatible with DolphinVR.
(11-30-2014, 04:46 PM)CarlKenner Wrote: Does anyone want to merge Dolphin VR to prevent conflicts in the future? Because we keep getting conflicts where we implement something, and then Dolphin reimplements it in a different incompatible way. For example, 3D, freelook hotkeys, 10-bit accelerometers.
It's not ready for merge yet, I have to get your single-pass 3D working on the Rift.
As you already know, as much as I'd like to we can't merge DolphinVR because the Oculus SDK is not compatible with the GPL license despite being open-source. It's all because Oculus reserves the right to cancel the license in case there are health risks in the application. Jasper tried to contact them before, but they were not willing to take that out of the license nor release the SDK under a GPL-compatible license.
About the incompatible changes, for stereoscopic 3D we chose single-pass as opposed to a multi-pass approach because it's easier to maintain and more efficient for an emulator bottlenecked by draw calls. I was already aware of your efforts regarding stereoscopic 3D, we don't do it differently just because we can. If you'd like to I could contact you earlier next time so you are aware when I'm working on a feature that's incompatible with DolphinVR.