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(01-14-2013, 12:10 PM)Parlane Wrote: [ -> ]I'd be very interested to hear if work is ongoing with this Carl.

Also your site is in need of much attention: http://glovepie.org/

Currently displaying a message about being hacked.
I can't speak for Carl, but I've been making some progress on GeckoTunnel. I have quite a lot of code for making new games easy to support, which is just about ready for testing. Once it's possible to easily add support for new games, I'll be redoing the Stereo 3D code to make it work better, and after that I'll probably play around with head tracking.

Unfortunately, my time has been spread thin between multiple projects, so I'm not sure what the timeline here looks like.

Tchay

Hi, I joined the forums to get involved in this project.

Palmer is a good friend of mine and he let me try out one of his Rift Goggles about a month ago and it really is amazing. An unbelievably immersive experience, etc, etc. Seriously, this thing lives up to the hype. I wouldn't recommend flying through walls though, as you will feel like throwing up Tongue

After using the Rift, I knew games like Metroid Prime 3 and Mario Galaxy 1&2 would be perfect candidates for this new tech. Glad to see there's some solid progress being made.

I'm very new to the wii dolphin/hacking scene, but I learn fast and pick up programming pretty fast as well. Consider me on board.
(10-10-2012, 02:49 AM)CarlKenner Wrote: [ -> ]
(10-09-2012, 04:35 PM)biolizard89 Wrote: [ -> ]GeckoTunnel is a software project which utilizes the USB Gecko hardware to synchronize data between a GameCube/Wii and a PC. The original goal was enabling online play (it already supports playing Sonic Adventure 2: Battle online), but I also used it to simulate a 5th player's pad data in Super Smash Bros Melee. So far only tested on a Wii in GameCube mode, but it should easily work with a GameCube, or a Wii in native Wii mode.

I was tinkering around with F-Zero GX last year; I found where the game stores the camera matrix, and made some ASM hooks to implement stereo 3D. I used field-sequential and frame-sequential 3D modes, since that was easiest. That said, my ASM skills are sucky, so that code is pending a rewrite due to a large number of bugs in my code. (The camera position lags by 1 frame, and I think I may have messed up the matrix math.) I don't have a 3D TV, but I hooked up my Wii's S-Video output to a capture card, and played it in Stereoscopic Player with my Nvidia 3D Vision laptop. Quite playable, and the stereo 3D effects are very immersive (I actually got a sensation of floating/falling from one of the levels).
That is really awesome. If we could get a generic 3D driver working on the Wii itself, that would be great. And I'd really like to get a generic Rift driver working on the Wii.
Quote:Okay, that makes sense. I'm not sure why some of Oculus's PR differs from this, but what you say seems reasonable.
I think the diagonal FOV is also around 110 degrees. But you're probably thinking of the rendered animation in the kickstarter video which shows a wide but not tall screen. Apparently that was a misunderstanding with the company they got to make that animation and they didn't have time to fix it before they released the video.

Anyway, the FOV isn't finalised, although the resolution and aspect ratio are. So those FOVs are probably minimum bounds.
Quote:Matrix math isn't my strong point (I'm a 2nd year CS student, I haven't yet taken linear algebra), so I'm glad someone more competent than myself is working on such issues. Smile
Really? Who? Wink That guy could be really helpful to me.

Anyway, here's how it renders at the moment: (except it's supposed to be taller, my screen only goes up to 768, not 800):
[Image: FZero-GX.png]

There's no 3D yet, both sides are the same. It has a barrel distortion to compensate for the lenses, and an increased vertical FOV.
Man, if wither you or biolizard can get proper functioning support for F-Zero GX, I will buy you a bottle of champaigne!!! Have either of you guys pre-orderd one of the dev-kit versions yet?

Tchay

For what its worth, I'm very good at math. I need to learn ASM, however. The pics look promising though.
biolizard89 appears to have a good understanding of the code changes needed for modifying the output of games rendered scenes. Too bad Carl and bio have gone AWOL Sad

It may have something to do with the Oculus delay to be fair.
Apologies for the delayed reply; I'm not AWOL, just busy. :-) I'm definitely still interested in working on Rift support; in fact I recently got a new PC which handles Dolphin much better than my previous one (although I'm probably going to still focus on actual Wii hardware for the moment). I was holding back on getting a Rift devkit because I'm nearsighted and I hate contacts... but I heard recently that it's possible to attach eyeglasses lenses in front of the Rift lenses, which would fix my problem. So, assuming that's doable, I'll be ordering a Rift devkit soon. In the meantime, I can test stuff by manually entering numbers for head tracking. The current state of my code hasn't changed much in the past month, but hopefully I'll have some time in the next couple weeks to get something partially implemented with head tracking. If I get something partially done, I'll see if I can post the code in case anyone wants to fiddle with it.

I should note that school has me kind of busy this semester, but this project is too cool to let die. :-)
In regards to using a real wii, I think the biggest problem is output to the oculus?

If the oculus used HID it would be quite easy to get the data from head tracker into the game code using the available usb interfaces. There is a wii-usb branch even Wink [supports HID only atm]
(01-29-2013, 11:11 AM)Parlane Wrote: [ -> ]In regards to using a real wii, I think the biggest problem is output to the oculus?

If the oculus used HID it would be quite easy to get the data from head tracker into the game code using the available usb interfaces. There is a wii-usb branch even Wink [supports HID only atm]
At the moment my plan for the Wii is to use a PC for interfacing with the Oculus hardware, and use a USB Gecko and a video capture card to link the PC with the Wii. I've got the PC/Wii components mostly working -- I can get stereo 3D video from the Wii to my PC for display on Nvidia 3D Vision hardware, and I can send controller data (or any data really) to the Wii from a PC app. So the major hard part which remains is doing the head tracking and combining the head tracking matrix with the game's camera matrix. I haven't done much with floating-point math on the Wii before, so I'll be learning this as I go... but I'm pretty fast at learning.

Most likely the head tracking code I'm working on will work pretty well with Dolphin out of the box, since Dolphin supports USB Gecko simulation. What won't work well is the stereo 3D part, because I'm using frame-sequential 3D. Someone could probably hack Dolphin to interpret the frame sequence as 3D, but it would probably be a better solution to do the stereo 3D as part of the graphics plugin so that both eyes can be drawn each frame. (I'm not qualified to do that, seeing as I have no particular knowledge of how the graphics system in Dolphin works.)
I thought most capture cards had a very noticeable latency which would break immersion with a VR headset. Did you try to measure it?
(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.
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