Dolphin, the GameCube and Wii emulator - Forums

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pete2

(04-07-2016, 09:50 PM)isamu Wrote: [ -> ]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 Sad 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.



[LINK REMOVED]
Oh wow, didn't see that. That's great news! Thanks for the link pete2.
Hate to be a party-pooper, but I'm removing that link from the forums. The file 2EyeGuy released violates the GPL, which mandates that any binary program built from GPL licensed code (e.g. Dolphin) must have the source code/changes released if someone shares that said binary program. Essentially, if you make your own version of Dolphin, and share it with others, you have to release your source code/changes. It's something we take seriously as members of the FOSS and emulation community, so this isn't an idle matter. It may look like a small oversight, but what 2EyeGuy is doing is technically not permissible under Dolphin's license (and it may not be permissible under the Oculus Rift license...)

If 2EyeGuy has published his changes, and it doesn't violate any license, we'll allow it, but for now it contradicts the GPL and possibly some copyright stuff.
Is the source available somewhere? For the original dolphin version?
(05-15-2016, 11:37 PM)Colossus Wrote: [ -> ]Is the source available somewhere? For the original dolphin version?

yes on GitHub Smile

https://github.com/dolphin-emu
From what I saw when I looked up the DolphinVR program, it seemed to use the headset for camera control.

Would it be possible to implement it so it renders a single plane with a 360 FOV and then map that to a virtual sphere or other shape around the person that the headset can use? Like YouTube 360 videos.

Drawback would be would you would pretty much need to render the entire FOV at once. If you FOV is about 90 degrees and you are rendering 360 degrees at 640x528, you'll be looking at effectively a 160x132 of visual information(I'm not a maths person and I'm sure there are inaccuracies with using that sort of math in a spherical plane). And there will probably be inaccuracies in how the image is rendered and mapped from 3d space to 2d space back to 3d space. Assuming a FOV of 45 degrees, in order to meet the default of 640x528, you'll pretty much need to use 8x Native. Maybe limit it to 180 degrees?

And for almost no reason and and probably no help at all, a video I made using the "Dump Frames" feature. Which oddly seems to have no option for dumping to a lossless format like Lagarith, HuffYUV, or uncompressed frames.

http://www.youtube.com/watch?v=Vw7jOqFGw28

http://www.youtube.com/watch?v=Vw7jOqFGw28
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