All the videos I've seen have been with the games having the frame limiter adjusted to 75. That means the audio is higher pitched, and the games are running too fast. People are treating Dolphin like a PC game, thinking that putting it up to 75 fps just makes the games smoother rather than changing how fast the game is running.
Anyway, that's not a problem with you work, just a nitpick I had. Excellent job getting this working!
(08-07-2014, 06:57 AM)JMC47 Wrote: [ -> ]All the videos I've seen have been with the games having the frame limiter adjusted to 75. That means the audio is higher pitched, and the games are running too fast. People are treating Dolphin like a PC game, thinking that putting it up to 75 fps just makes the games smoother rather than changing how fast the game is running.
OK.
Ideally what I want to be able to do is have the game generate game frames in the form of a FIFO buffer at the normal game rate, but play back the FIFO buffer at 75Hz with the projection matrix updated 75 times per second. So for example, game generates a FIFO buffer, renderer renders the FIFO buffer with current head position, renderer renders the same FIFO buffer with new head position, game generates another FIFO buffer, etc. People don't care about how smoothly the game updates, but they do care how smoothly they can turn their head. I'm guessing the FIFO buffer isn't quite ready for that yet though, unless perhaps FIFO player does something similar.
Another faster alternative is to have the game generate game frames in the form of textures at the normal game rate, but play back the textures with Oculus's "timewarp" (rotating the texture to simulate head rotation) at 75Hz. That requires the rendering to be asynchronous with the presentation, and an extra pair of textures. But you end up with black parts at the edges of your vision if you turn your head too fast.
(08-07-2014, 06:57 AM)JMC47 Wrote: [ -> ]Anyway, that's not a problem with you work, just a nitpick I had. Excellent job getting this working!
Thank you. But to be honest it only works in some games, because I haven't implemented rendering to textures, EFB copies, EFB reads, viewports, or the XFB, properly for VR. Also I'm doing weird things to the depth buffer by rendering orthographic projections as perspective projections in 3D space. But it's a work in progress, and I'm studying full time.
It doesn't need to be perfect right away. Thanks for the explanation about the 75 fps thing; that makes a lot more sense.
Have you guys seen this yet?!
https://www.youtube.com/watch?v=YXZTTaosYmY
WOW.....so how well is Oculus working with F-ZeroGX at this point? Does a DK2 make a big difference from the DK1? Does the 3D and Headtracking work well?
(08-21-2014, 06:32 AM)isamu Wrote: [ -> ]Have you guys seen this yet?!
https://www.youtube.com/watch?v=YXZTTaosYmY
WOW.....so how well is Oculus working with F-ZeroGX at this point? Does a DK2 make a big difference from the DK1? Does the 3D and Headtracking work well?
That was using a different method with the Tridef 3D driver. Whereas I added native support to Dolphin. Some of the differences with my version are: Full field of view, the HUD is like a pane of glass in the world rather than stretched across the screen so you can't read it, better warping using the official Oculus SDK, timewarp, DK2 support with accurate positional and rotational tracking, and per-game settings to make every game at life-size scale.
F-Zero GX still has some issues though, including problems with the menus like seen in that video.
(08-21-2014, 06:50 PM)CarlKenner Wrote: [ -> ] (08-21-2014, 06:32 AM)isamu Wrote: [ -> ]Have you guys seen this yet?!
https://www.youtube.com/watch?v=YXZTTaosYmY
WOW.....so how well is Oculus working with F-ZeroGX at this point? Does a DK2 make a big difference from the DK1? Does the 3D and Headtracking work well?
That was using a different method with the Tridef 3D driver. Whereas I added native support to Dolphin. Some of the differences with my version are: Full field of view, the HUD is like a pane of glass in the world rather than stretched across the screen so you can't read it, better warping using the official Oculus SDK, timewarp, DK2 support with accurate positional and rotational tracking, and per-game settings to make every game at life-size scale.
F-Zero GX still has some issues though, including problems with the menus like seen in that video.
WOW...Thank you so much for the detailed explanation Carl. As a
COLOSSAL F-ZeroGX fan, I'm excited to know your version of Rift Dolphin supports all those additional improvements and works even better than what was shown in the video! Very VERY exciting!!!
I sincerely hope you continue to work on getting F-ZeroGX working as correctly as possible. I'll be waiting for the Oculus CV1 and am anxiously waiting for the day to play F-ZeroGX with the Rift! Please continue to do your best to make the experience as immersive as possible and keep us posted on any progress you make(post videos too please

) !
1. isamu, you seem rather over-excited.
2. CarlKenner, are you also the GlovePIE dev?
(08-22-2014, 12:32 PM)jimbo1qaz Wrote: [ -> ]1. isamu, you seem rather over-excited.
2. CarlKenner, are you also the GlovePIE dev?
Why wouldn't I be? We're talking about playing one of the greatest, fastest and gorgeous looking racing games ever made.....in
virtual reality! What's there not to get excited about?
(08-22-2014, 12:32 PM)jimbo1qaz Wrote: [ -> ]2. CarlKenner, are you also the GlovePIE dev?
Yes. Sorry for the lack of GlovePIE updates recently.
I came here to check to see if there's been any progress on DolphnVR. To my surprise and disappointment, it seems Carl Kenner has taken a hiatus on the project

If you're reading this Carl, please please **PLEASE** continue work on DolphinVR for the Oculus CV1 or the HTC Vive. I know shipment of the CV1 is being done in fractions, but I'm hoping you are among those in the next groups to get your Rift soon, and will continue this project once you do. Please at least post and let us know your future plans and whether Oculus CV1 or VIVE support are on the agenda.